;///////////////////////////////////////////////////////////////
;///////////////////////////////////////////////////////////////
;///////////////////////////////////////////////////////////////
; 杮懱侾
[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 = 2562,35

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[state 11125]
type = varset
trigger1 = time = 0
v = 1
value = 0

[State 11125]
type = VarAdd
trigger1 = var(1) <= 21
v = 1
value = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22127
id = 22106
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22106
scale = 1.2 - var(1)/15.0 , 1.2 - var(1)/15.0

[State 11125]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = time = 5
attr = S, NA
projanim = 9783
projhitanim = -1
projid = 9783
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s9346
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[state 11125]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 8100]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 8100
ctrl = 0
sprpriority = 5

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 737
trigger1 = numexplod(8110) = 0
anim = 8110
id = 8110
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 704
id = 8110

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 704
trigger1 = numexplod(8111) = 0
anim = 8111
id = 8111
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 672
id = 8111

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 672
trigger1 = numexplod(8112) = 0
anim = 8112
id = 8112
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 640
id = 8112

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 640
trigger1 = numexplod(8113) = 0
anim = 8113
id = 8113
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 608
id = 8113

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 608
trigger1 = numexplod(8114) = 0
anim = 8114
id = 8114
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 576
id = 8114

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 576
trigger1 = numexplod(8115) = 0
anim = 8115
id = 8115
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 544
id = 8115

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 544
trigger1 = numexplod(8116) = 0
anim = 8116
id = 8116
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 512
id = 8116

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 512
trigger1 = numexplod(8117) = 0
anim = 8117
id = 8117
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 480
id = 8117

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 480
trigger1 = numexplod(8118) = 0
anim = 8118
id = 8118
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 448
id = 8118

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 448
trigger1 = numexplod(8119) = 0
anim = 8119
id = 8119
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 416
id = 8119

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 416
trigger1 = numexplod(8120) = 0
anim = 8120
id = 8120
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 384
id = 8120

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 384
trigger1 = numexplod(8121) = 0
anim = 8121
id = 8121
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 352
id = 8121

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 352
trigger1 = numexplod(8122) = 0
anim = 8122
id = 8122
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 320
id = 8122

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 320
trigger1 = numexplod(8123) = 0
anim = 8123
id = 8123
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 288
id = 8123

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 288
trigger1 = numexplod(8124) = 0
anim = 8124
id = 8124
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 256
id = 8124

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 256
trigger1 = numexplod(8125) = 0
anim = 8125
id = 8125
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 224
id = 8125

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 224
trigger1 = numexplod(8126) = 0
anim = 8126
id = 8126
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 192
id = 8126

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 192
trigger1 = numexplod(8127) = 0
anim = 8127
id = 8127
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 160
id = 8127

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 160
trigger1 = numexplod(8128) = 0
anim = 8128
id = 8128
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 128
id = 8128

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 128
trigger1 = numexplod(8129) = 0
anim = 8129
id = 8129
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 96
id = 8129

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 96
trigger1 = numexplod(8130) = 0
anim = 8130
id = 8130
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 64
id = 8130


[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 64
trigger1 = numexplod(8131) = 0
anim = 8131
id = 8131
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 32
id = 8131

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 32
trigger1 = numexplod(8132) = 0
anim = 8132
id = 8132
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 0
id = 8132



[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 0
pos = 0,0


[state a]
type = destroyself
trigger1 = root,var(8) <= 0




;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;俵俙倃敪摦俀
;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
; 杮懱俀
[Statedef 8101]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 8101
ctrl = 0
sprpriority = 5

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 737
trigger1 = numexplod(8110) = 0
anim = 8110
id = 8110
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 704
id = 8110

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 704
trigger1 = numexplod(8111) = 0
anim = 8111
id = 8111
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 672
id = 8111

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 672
trigger1 = numexplod(8112) = 0
anim = 8112
id = 8112
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 640
id = 8112

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 640
trigger1 = numexplod(8113) = 0
anim = 8113
id = 8113
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 608
id = 8113

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 608
trigger1 = numexplod(8114) = 0
anim = 8114
id = 8114
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 576
id = 8114

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 576
trigger1 = numexplod(8115) = 0
anim = 8115
id = 8115
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 544
id = 8115

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 544
trigger1 = numexplod(8116) = 0
anim = 8116
id = 8116
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 512
id = 8116

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 512
trigger1 = numexplod(8117) = 0
anim = 8117
id = 8117
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 480
id = 8117

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 480
trigger1 = numexplod(8118) = 0
anim = 8118
id = 8118
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 448
id = 8118

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 448
trigger1 = numexplod(8119) = 0
anim = 8119
id = 8119
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 416
id = 8119

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 416
trigger1 = numexplod(8120) = 0
anim = 8120
id = 8120
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 384
id = 8120

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 384
trigger1 = numexplod(8121) = 0
anim = 8121
id = 8121
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 352
id = 8121

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 352
trigger1 = numexplod(8122) = 0
anim = 8122
id = 8122
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 320
id = 8122

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 320
trigger1 = numexplod(8123) = 0
anim = 8123
id = 8123
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 288
id = 8123

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 288
trigger1 = numexplod(8124) = 0
anim = 8124
id = 8124
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 256
id = 8124

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 256
trigger1 = numexplod(8125) = 0
anim = 8125
id = 8125
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 224
id = 8125

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 224
trigger1 = numexplod(8126) = 0
anim = 8126
id = 8126
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 192
id = 8126

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 192
trigger1 = numexplod(8127) = 0
anim = 8127
id = 8127
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 160
id = 8127

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 160
trigger1 = numexplod(8128) = 0
anim = 8128
id = 8128
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 128
id = 8128

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 128
trigger1 = numexplod(8129) = 0
anim = 8129
id = 8129
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 96
id = 8129

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 96
trigger1 = numexplod(8130) = 0
anim = 8130
id = 8130
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 64
id = 8130


[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 64
trigger1 = numexplod(8131) = 0
anim = 8131
id = 8131
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 32
id = 8131

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 32
trigger1 = numexplod(8132) = 0
anim = 8132
id = 8132
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 0
id = 8132



[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 0
pos = 0,0


[state a]
type = destroyself
trigger1 = root,var(8) <= 0
;=============mortal
[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 2
value = prevstateno

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 3
value = anim

[State 169995]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),169994,0)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state 169994]
type = null;varset
trigger1 = ishelper&&root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 4
value = root,stateno

[state 169994]
type = null;varset
triggerall = ishelper&&time<14
trigger1 =root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 5
value = 1

[State 169994]
type = Projectile
trigger1 = time<=1&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(38)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 = time>=30&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(38)=1&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 =enemynear,time>=146&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(38)=2&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
trigger1 =numprojid(169994)=0
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = (enemynear,time>=148)*40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = null;Projectile
trigger1 = ishelper&&roundstate<=2&&time<=10
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = var(4)
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 169994]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="Phantom Mizuchi"&&enemynear,stateno!=22050&&enemynear,fvar(38)=2
trigger2 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(38)=1&&time>=30
;=====================================
[Statedef 288888]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 4884
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0


[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 4, Miss
pausetime = 0,0
numhits = 0
sparkno = s-1
hitsound = s1150,0
p2stateno = IfElse((root,var(29) >= 1),103999,13121)
getpower = (Const(data.power))/8


[state 1]
type = targetdrop
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
;excludeid = 288888

[state 1]
type = null;targetstate
triggerall = root,var(29) >= 1
trigger1 = target,stateno != [103999,104007]
value = 103999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%10)=1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = enemy,life<=enemy,lifemax*0.3
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = (root,stateno=2999||root,stateno=2205)
value = 288890+(root,stateno=2205)
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[Statedef 313102]
anim = 40020

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 2000];palno 12
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
p2stateno = 213100;<<<<<<<<<<<<<
pausetime = 0,2
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = time <= 190
value = -999999999999999999999999999999999999999999999;-99999999999999999999
absolute = 1
ignorehitpause = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[State 10000]
type = targetstate
trigger1 = win
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = numtarget <= 0
trigger1 = time > 190
ignorehitpause = 1

[state -2]
type = targetlifeadd
trigger1 = roundstate > 2
trigger1 = !loseko
;trigger2 = 1
value = -999999999999999999999999999999999999999999999999999999999;-9999999999
absolute = 1

[state -2]
type = targetstate
trigger1 = roundstate > 2
trigger1 = !loseko
trigger1 = !winko
value = 5150

[state -2]
type = TargetVelSet
trigger1 = roundstate > 2
trigger1 = !loseko
x = 0
y = 99999

[State 2250, 9]
type = ChangeState
trigger1 = animTime = 0
value = 313102
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[Statedef 213100]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = name = "Phantom Mizuchi"
trigger2 = name != "Phantom Mizuchi"
trigger2 = ishelper
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = name = "Phantom Mizuchi"
trigger2 = name != "Phantom Mizuchi"
trigger2 = ishelper
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeAnim
trigger1 = name != "Phantom Mizuchi"
trigger1 = ishelper = 0
value = 5050
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = SelfState
trigger1 = name != "Phantom Mizuchi"
trigger1 = ishelper = 0
trigger1 = time > 0
value = 5050;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = !alive
value = 5150;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "Phantom Mizuchi"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = HitOverride
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time = 0
attr = SCA, AA, AT, AP
stateno = 0
ignorehitpause = 1

[State 20000]
type = VarSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time = 0
var(1) = anim
ignorehitpause = 1

[State 20000]
type = VarSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time = 0
var(2) = (1000*random)+random
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

;----------------------
[State 20000]
type = Projectile
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time = 0
projanim = var(1)
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
projid = var(2)
attr = C,ST
hitflag = MAFPD
affectteam = E
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time > 0
trigger1 = root,numprojid(var(2)) <= 0
projanim = var(1)
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,ST
hitflag = MAFPD
affectteam = E
sparkno = -1
numhits = 0
;p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper
trigger1 = time > 0
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Phantom Mizuchi"
trigger1 = 1
ignorehitpause = 1
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = name = "Phantom Mizuchi"
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = name = "Phanom Mizuchi"
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
triggerall = name = "Phantom Mizuchi"
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = name = "Phantom Mizuchi"
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
triggerall = name = "Phantom Mizuchi"
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
triggerall = name = "Phantom Mizuchi"
trigger1 = Vel x < .05
persistent = 0
x = 0

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

[State 5150, 6]
type = PosSet
trigger1 = name != "Phantom Mizuchi"
y = 99999

[State 0, 4]
type = DestroySelf
trigger1 = 1

[State 20000]
type = LifeSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1
;====================/////////////////
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
;=====================================
[Statedef 103999]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -2,-6

[State 1]
type = lifeadd
triggerall = prevstateno != [19000,19035]
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State -2]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 104000

;---------------------------------------------------------------------------
;憡庤惂屼
;憡庤抧柺
;---------------------------------------------------------------------------

[Statedef 104000]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 104002

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 104001

[Statedef 104001]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 104002

;---------------------------------------------------------------------------
;憡庤抧柺
;---------------------------------------------------------------------------

[Statedef 104002]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30
value = 104004

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

[Statedef 13121]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="Phantom Mizuchi";
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Phantom Mizuchi";
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = changestate
triggerall = time = 0
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1;&&root,palno=12
value = 2229902

[State 1]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 812,4]
type = changeanim
trigger1 =!ishelper
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(38)=2
v = 2
value = prevstateno

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(38)=2
v = 3
value = anim

[state 1]
type = destroyself
trigger1 = ishelper&&time>=1&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(19)!=0&&enemynear,fvar(38)=2
trigger2 = ishelper&&time>=1&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(38)=1
trigger3 = ishelper&&time>=5

[state 1]
type = changestate
trigger1 = ishelper&&time>=1&&enemynear,name="Phantom Mizuchi"&&enemynear,fvar(19)!=1&&enemynear,fvar(38)=2
value = 2229900

[State 1];falta
type = changestate
trigger1 = time >=1&&!ishelper
value = 10380
;=====================
[Statedef 2229902]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229902]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229902]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229902]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229902]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2229902]
type = parentVarset
triggerall = time = 0
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1;&&root,palno=12
var(42) = 2000

[State 2229902]
type = parentVaradd
triggerall = time >= 1
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1;&&root,palno=12
trigger1 = (GameTime%10) = 1
var(47) = 1

[State 2229902]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229902]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229902]
type = destroyself
trigger1 =roundstate!=2||root,alive=0
;======================
[Statedef 2229900]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 2229900]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229900]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229900]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229900]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 96968484321
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2229900]
type = null;helper
trigger1 = numhelper(96968484321)=0&&roundstate<=2&&time=0
id = 96968484321
persistent = 1
name = "flag"
pos = 0,0
postype = P1
stateno = 2229901
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2229900]
type = changestate
trigger1 = IfElse((ishelper),enemynear,name="Phantom Mizuchi"&&(enemynear,stateno=22050),(time>=1))
value = IfElse((ishelper),169994,13120)

;===================================
[Statedef 288890]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 1]
type = varset
trigger1 = numtarget&&target,ishelper=0||root,fvar(20)!=0
v = 10
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = root,fvar(38)=2
trigger1 = root,time<150&&enemy,movereversed
trigger2 = root,time>=150
v = 11
value = (root,time<150)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 169995

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

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%(1+((root,time<150)*3)))=1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=22050&&root,time>=150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = var(11)!=0&&root,fvar(38)=2
trigger1 = enemy,alive&&root,time<150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
trigger1 = root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = !(root,stateno=22050||root,stateno=2999)
value = 288888
;===============================================================
[Statedef 169998]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169998]
type = destroyself
trigger1 = ishelper

[State 169998]
type = lifeset
trigger1 = IfElse((enemynear,name="Phantom Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="Phantom Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.02*Const(data.life))))

[State 169998]
type = lifeset
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169998]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169998]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169998]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169998]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169998]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169998]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169998]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169998]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 169998]
type = veladd
trigger1 = 1
y = 0.002

[State 169998]
type = changestate
trigger1 = time >= 11
value = 169997

[Statedef 169997]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 169997]
type = destroyself
trigger1 = ishelper

[State 169997]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169997]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169997]
type = PlayerPush
trigger1 = 1
value = -1

[State 169997]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169997]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169997]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 169997]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 169997]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169997]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384


;---------------------------------------------------------------------------
;憡庤抧柺
[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="Phantom Mizuchi"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;憡庤婲偒忋偑傝
[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2722]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2722

[state 2222]
type = nothitby
trigger1 = 1
value = SCA

[state 2222]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[State 2222]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 18
attr = S, HP
animtype  = hard
damage    = Ceil(0.018 * enemy,Const(data.life)),6
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s7001
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s4000,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.6,-1.2
guard.velocity = -9.5
air.velocity = -0.6,-1.2
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4007

[State 2222]
type = helper
triggerall = root,var(1) = 1
trigger1 = movehit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2222]
type = helper
triggerall = root,var(1) = 0
trigger1 = movehit = 1
id = 4008
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2222]
type = destroyself
trigger1 = hitcount >= 19
trigger2 = root,stateno != 2205

[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4007]
type = destroyself
trigger1 = ishelper

[State 4007]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4007]
type = ChangeAnim2
Trigger1 = Time = 0
value = 33030

[State 4007]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4007]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4007]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.35,-0.35)
y = -0.25

[state 4007]
type = veladd
trigger1 = 1
y = 0.002

[State 4007]
type = changestate
trigger1 = time >= 11
value = 10381

;be 10380
;[Statedef 10380]
;type    = A
;movetype= H
;physics = N
;sprpriority = 4
;velset = -4,-6

;[State 5050, 1]
;type = ChangeAnim
;trigger1 = time = 0
;value = 5070

;[State 821, 1]
;type = VelAdd
;Trigger1 = time > 0
;y = .39

;[State 821, 4]
;type = SelfState
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
;value = 5100

[Statedef 10381]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State a]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State a]
type = VelAdd
Trigger1 = time > 0
y = .39

[State a]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382


;---------------------------------------------------------------------------
;憡庤抧柺
[Statedef 10382]
type    = L
movetype= H
physics = N

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383


;---------------------------------------------------------------------------
;憡庤抧柺
[Statedef 10383]
type    = L
movetype= H
physics = N

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384


;---------------------------------------------------------------------------
;憡庤抧柺
[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="Phantom Mizuchi"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;憡庤婲偒忋偑傝
[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===============================================================
;===============================================================
;===============================================================
;///////////////////////////////////////////////////////////////
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;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;===============================================================
;===============================================================
;===============================================================
;///////////////////////////////////////////////////////////////
;///////////////////////////////////////////////////////////////
;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;===============================================================
;===============================================================
;===============================================================
;///////////////////////////////////////////////////////////////
;///////////////////////////////////////////////////////////////
;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;===============================================================
;===============================================================
;===============================================================
;///////////////////////////////////////////////////////////////
;///////////////////////////////////////////////////////////////
;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

