;CNS͋ޗpJt[}ɍ쐬Ă܂B
;---------------------------------------------------------------------------
;var(4) = hihK[|[Y
;var(5) = ƃ@[K[b!!qbg
;var(6) = J[lpCg
;var(7) = 󒆃WvLZ
;var(8) = ID
;var(18) = PALNO COLOR CHANGE
;var(45) = S.BUFFER
;var(57) = g
;var(58) = P[vXCb`
;var(59) = AIZbg
;---------------------------------------------------------------------------

[Data]
life              = 1000
power             = 3450
attack            = 105
defence           = 95
fall.defence_up   = 50
liedown.time      = 30
airjuggle         = 800
sparkno           = 2
guard.sparkno     = 40
KO.echo           = 0
volume            = 235
IntPersistIndex   = 59
FloatPersistIndex = 40
;---------------------------------------------------------------------------
[Size]
xscale           = 0.5
yscale           = 0.5
ground.back      = 15
ground.front     = 15
air.back         = 15
air.front        = 15
height           = 100
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 0, -120
mid.pos          = 0, -80
shadowoffset     = 0
draw.offset      = 0,0
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.4
walk.back    = -2.4
run.fwd      = 10, 8
run.back     = -6.8, -3.5
jump.neu     = 0, -9
jump.back    = -2.4
jump.fwd     = 2.8
runjump.back = -6, -3
runjump.fwd  = 8, -3
airjump.neu  = 0, -8
airjump.back = -2
airjump.fwd  = 2.5
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 1
airjump.height  = 35
yaccel          = .45
stand.friction  = .85
crouch.friction = .85

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; {s̃Xe[g
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, ̃wp[]
type = DestroySelf
triggerall = IsHelper
trigger1 =! IsHelper(0)
trigger1 =! IsHelper(1)
trigger1 =! IsHelper(2)
trigger1 =! IsHelper(3)
trigger1 =! IsHelper(4)
trigger1 =! IsHelper(5)
trigger1 =! IsHelper(6)

[State 0]
type = Changestate
value = 197
trigger1 = Var(6) = 1
trigger1 = P2stateno = 192

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 40,]
Type = ChangeState
TriggerAll = Var(59) >= 7
Triggerall = Time = 0
triggerall = PrevStateNo != 210
triggerall = PrevStateNo != 230
triggerall = PrevStateNo != 240
triggerall = PrevStateNo != 250
triggerall = PrevStateNo != 410
triggerall = PrevStateNo != 430
triggerall = PrevStateNo != 440
Trigger1=TeamMode = single
Trigger2=TeamMode = turns
Trigger3=TeamMode = simul
trigger3 = partner,ALIVE = 0
Value = ifelse(PrevStateNo = 100,100,0)
Ctrl = 1
IgnoreHitPause = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
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 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45,]
type = Varset
trigger1 = 1
v = 7
value = 1

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
Trigger3 = EnemyNear,MoveType = H
sysvar(1) = 1

[State 45, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 100,AI]
type = ctrlset
trigger1 = var(59) != 0
value = 0

[State 100,ޯï DashStop]
type = ChangeState
TriggerAll = var(59) != 0
Trigger1 = inguarddist
Trigger2 = EnemyNear,MoveType!=H
Trigger2 = P2BodyDist X<=10
Trigger2 = P2BodyDist Y>=-500
Trigger3 = P2BodyDist X<=10
value = 0
ctrl = 1

[State 100, 4]
type = ChangeState
triggerall = command != "holdfwd"
Trigger1 = var(59) = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, G]
type = NotHitBy
trigger1 = AnimElemTime(1) = 0
value = SCA
time = 6

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

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

[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
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
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"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

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

[State 130, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

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

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140


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

[State 131, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

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

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

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

[State 132, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 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 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

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

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

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

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

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(var(59) = 0,(command = "holddown"),(fvar(38)=1))

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

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

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

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

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

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

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆑OWv

[Statedef 510]
type    = A
movetype= I
physics = A
velset = 2.5,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆐Wv

[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;󒆌Wv

[Statedef 520]
type    = A
movetype= I
physics = A
velset = -2,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ^CI[o[
; CNS x: {
[Statedef 170]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 170, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; |[Y
; CNS x: {
[Statedef 180]
type = S

[State 180, Xe[gύX] 
type = ChangeState
trigger1 = var(4) = 1
value = 182


[State 180, Xe[gύX]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; |[Y
; CNS x: {
[Statedef 181]
type = S
ctrl = 0
anim = IfElse(PalNo = 12, 195, 181)
velset = 0,0


[State 181, 炷]
type = PlaySnd
triggerall = PalNo != 12
trigger1 = Time = 1
value = 180, 0


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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; |[Yҋ@ihihK[ƈꏏj
; CNS x: {
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 180, Xe[gύX] 
type = ChangeState
trigger1 = var(4) = 0
value = 183


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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; |[YihihK[ƈꏏj
; CNS x: {
[Statedef 183]
type = S
ctrl = 0
anim = 181
velset = 0,0


[State 181, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 180, 0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,120]
flag = roundnotover


[State 181, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Cgij
; CNS x: {
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, Xe[gύX]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; CgihihK[Ɠoj
; CNS x: {
[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -3,]
type = Varset
trigger1 = (EnemyNear,Name = "Colonel")
v = 6
value = 1

[State 191]
type = ChangeState
value = 0
trigger1 = (EnemyNear,Name = "Colonel")

[State 191]
type = ChangeState
value = 192
trigger1 = Time = 1
trigger1 = Random <= 250
value = 1000

[State 191]
type = ChangeState
value = 193
trigger1 = Time = 1
trigger1 = Random <= 250
value = 1000


[State 191]
type = ChangeState
value = 194
trigger1 = Time = 1
trigger1 = Random <= 250
value = 1000



[State 191, AjύX]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

[State 191, ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 炷]
type = PlaySnd
trigger1 = Time = 1
triggerall = PalNo != 12
value = 1900, 0

[State 191, wp[o]
type = Helper
trigger1 = Time = 1
Persistent = 0
name = "donaldgirl"
stateno = 1920
ID = 1920
pos = -15,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal


[State 191, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[Statedef 1920]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 192
SprPriority = 5

[State 1920, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 2
pos = -15,0

[State 1920, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 3
pos = -15,0

[State 1920, Xe[gύX]
type = ChangeState
trigger1 = Time = 70
value = 1930

;---------------------------------------------------------------------------
[Statedef 1930]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 193
SprPriority = 5
velset   = -13,-14

[State 1930, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 1930, ̃wp[]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Cgihih̉\j
[Statedef 192]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 1950
velset = 0,-4.1

[State 192, ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 炷]
type = PlaySnd
triggerall = PalNo != 12
trigger1 = Time = 35
value = 1900, 1

[State 192, xZ]
type = VelAdd
trigger1 = Time >= 50
y = .45

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0


[State 192]
type = ChangeState
trigger1 = Time >= 90
value = 1951
;---------------------------------------------------------------------------

[Statedef 1951]
type = S
ctrl = 0
anim = 1951
velset = 0,0

[State 1951, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 1952
ctrl = 1

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

[Statedef 1952]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 1952, AjύX]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

[State 1952, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; CgiX^CbVhihj
[Statedef 193]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 4800
velset = 0,0

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

[State 193, 炷]
type = PlaySnd
triggerall = PalNo != 12
trigger1 = Time = 5
value = 1900, 2

[State 193, 炷]
type = PlaySnd
triggerall = PalNo != 12
trigger1 = Time = 100
value = 1900, 3

[State 193, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Cgi̖{Oɓǂ񂾂ȁj
[Statedef 194]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 194
velset = 0,0

[State 194, ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 炷]
type = PlaySnd
triggerall = PalNo != 12
trigger1 = Time = 20
value = 1900, 4

[State 194, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Cgi΃J[lj
[Statedef 197]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 197
velset = 0,0

[State -3,]
type = Varset
trigger1 = 1
v = 6
value = 0

[State 194, ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000, 1

[State 194, 炷]
type = PlaySnd
trigger1 = AnimElem = 7
triggerall = PalNo != 12
value = 3000, 1

[State 194, 炷]
type = PlaySnd
trigger1 = AnimElem = 11
value = 5000, 0

[State 194, 炷]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1900, 5

[State 194, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 
; CNS x: {
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
poweradd= 50
physics = S
sprpriority = 2

[State 195, Xe[gύX]
type = ChangeAnim
triggerall = time >= 25
trigger1 = command = "start"
trigger2 = RoundState = 3
value = 119955
persistent = 0

[State ]
type = ChangeState
triggerall = Anim = 119955
triggerall = Anim != 195
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; hihK[|[Y
; 
[Statedef 2400]
type = S
ctrl = 0
anim = 2400
velset = 0,0

[State 2400, ϐZbg]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 2400, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; ͒ʏUZ̃Xe[g
;---------------------------------------------------------------------------
; 

[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
ctrl     = 0
anim     = 200
poweradd = 20
sprpriority = 2

[State ]
type = AttackMulSet
triggerall = PrevStateNo = 690690
trigger1 = time = 1
value = 1.4

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 16, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -80
hitsound = s1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall.recovertime = 18

[State ]
type = SelfState
triggerall = time >= 4
triggerall = MoveHit
triggerall = Command = "x"
trigger1 = 1
value = 210
ignorehitpause = 1

[State ] ;AI.
type = SelfState
triggerall = time >= 4
triggerall = MoveHit
TriggerAll = var(59) != 0
triggerall = Random%65 <= 20
trigger1 = 1
value = 210
ignorehitpause = 1

[State 200, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 0

[State 200,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

[State 200, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
anim = 210
sprpriority = 2

[State 210, IȃL̕]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (3) < 0)
value = 35,0

[State 210, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 1

[State ]
type = SelfState
triggerall = time >= 4
triggerall = MoveHit
triggerall = PrevStateNo = 200
TriggerAll = var(59) != 0
triggerall = Random%45 <= 10
trigger1 = 1
value = 221100
ignorehitpause = 1

[State ]
type = SelfState
triggerall = time >= 4
triggerall = MoveHit
triggerall = PrevStateNo = 200
TriggerAll = command = "x"
trigger1 = 1
value = 221100
ignorehitpause = 1

[State 210, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recovertime = 29

[State 210, 摜\Dx]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

[State 210, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1
;---------------------------------------------------------------------------
; 1
; CNS x: {

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 42
ctrl = 0
anim = 230
sprpriority = 2

[State 230, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 230, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 2

[State 230, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = -5,-80
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 14
guard.ctrltime = 14
ground.velocity = -1
air.velocity = -2.5,9.5
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
air.fall = 1
fall.recovertime = 30


[State 230, qbg`]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 25
guardflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = -10,-37
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 14
guard.ctrltime = 14
ground.velocity = -5
air.velocity = -2.5,9.5
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
air.fall = 1

[State 230,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

[State 230, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 2
; CNS x: {

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 55
ctrl = 0
anim = 240
sprpriority = 2

[State 240, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 3

[State 240, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State ]
type = VelAdd
trigger1 = AnimElem = 3
x = 1.6

[State 240, qbg`]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Back
damage    = 74
guardflag = M
pausetime = 20,22
guard.pausetime = 15,15
sparkno = 3
sparkxy = -10,-60
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -13,-4
air.velocity = -13,-4
guard.velocity = -5
airguard.velocity = -8,-3
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
fall = 1
fall.recover = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,0)
fall.recovertime = 1

[State 240,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 240, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; OU

[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
anim = 250
sprpriority = 2

[State 250, 炷]
type = PlaySnd
trigger1 = Time = 7
value = 0, 1

[State 250, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 6, 5

[State 250, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0


[State 250, qbg`]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 9,10
sparkno = 2
sparkxy = -10,-80
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, qbg`]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 9,10
sparkno = 2
sparkxy = -7,-60
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 10,10
sparkno = 2
sparkxy = -4,-40
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, qbg`]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 14,20
sparkno = 3
sparkxy = -3,-10
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -9
air.velocity = -9,9
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 250, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 250, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Ⴊݎ

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 400, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 5

[State 400, qbg`]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 13
priority  = 3
animtype  = Light
guardflag = L
hitflag = MADF
pausetime = 10,12
sparkno = 0
sparkxy = -10,-42
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = ifelse(EnemyNear,statetype = L,1,12)
air.hittime  = ifelse(EnemyNear,statetype = L,1,12)
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -5
air.velocity = -1,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 10,1,22)

[State 400,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 400, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; Ⴊݒ

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 410, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 0

[State 410, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 36
animtype  = Medium
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -1,-4
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,23)

[State 410,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 410, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 410, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; Ⴊ݋1
; CNS x: {

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 4

[State 430, qbg`]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 2
sparkxy = -10,-8
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -2
air.velocity = -1,-2
down.velocity = -4,0
down.hittime = 20
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
fall = 1
fall.recover = 0

[State 430,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 430, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 430, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; Ⴊ݋2

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 440, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 2

[State 440, qbg`]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
animtype  = up
guardflag = M
hitflag = MADF
pausetime = 12,18
sparkno = 3
sparkxy = -5,-10
hitsound   = s1,4
guardsound = 6,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -1.5,-9
air.velocity = -1.9,-9
guard.velocity = -5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,2,30)

[State 440,WvLZ]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 440, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 440, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; Wv

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 0

[State 600, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 600, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 16
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = 0
sparkxy = -10,-58
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -4
air.velocity = -1.3,-4
airguard.velocity = -2,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,2,15)
ground.cornerpush.veloff = -6.5

[State 600,WvLZ]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,WvLZ]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,WvLZ]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, Rg[]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; Wv

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 1

[State 610, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 35
guardflag = HA
priority = 4
pausetime = 10,12
sparkno = 1
sparkxy = -10,-55
hitsound   = s1,2
guardsound = 6,0
animtype = Medium
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
guard.hittime  = 13
guard.ctrltime = 13
ground.velocity = -5,0
air.velocity = -3,-6
airguard.velocity = -2,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,2,20)
ground.cornerpush.veloff = -7.2

[State 610,WvLZ]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,WvLZ]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,WvLZ]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610, Rg[]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 610, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; Wv1

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 2

[State 630, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 630, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50
guardflag = HA
priority = 3
pausetime = 13,13
sparkno = 2
sparkxy = -5,-35
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
air.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -4,ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 8,12 + (EnemyNear,GethitVar(hitcount)/3),12)
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
fall.recovertime = ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 25,2,30)
ground.cornerpush.veloff = -8.3

[State 630,WvLZ]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,WvLZ]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,WvLZ]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630, Rg[]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 630, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; Wv2

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 炷]
type = PlaySnd
trigger1 = Time = 2
triggerall = PalNo != 12
value = 5, 3

[State 640, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 640, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 12,14
sparkno = 3
sparkxy = -10,-40
hitsound   = s1,4
guardsound = 6,0
animtype = Hard
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
air.hittime  = 0
guard.hittime  = 24
guard.ctrltime = 24
ground.velocity = -7,0
air.velocity = -9,-3.3
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
air.fall = 1
fall.recovertime = 45
ground.cornerpush.veloff = -9

[State 640,WvLZ]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,WvLZ]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,WvLZ]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640, Rg[]
type = CtrlSet
trigger1 = time = 27
value = 1

[State 640, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1
;---------------------------------------------------------------------------
[Statedef 645]
type = S
movetype = A
anim = 645
ctrl = 0
poweradd = 45

[State ]
type = PlayerPush
trigger1 = time >= 15
value = 0

[State 730, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 11309
ID = 2400
sprpriority = -3
pos = Floor(140 * const(size.xscale)),0
postype = p1
scale = 0.75,0.75
bindtime = 1
ownpal = 1
ignorehitpause=1

[State ]
type = AfterImage
trigger1 = AnimElem = 1, 14
length = 20
trans = Add
paladd = 0, 0, 0
time = 29

[State ]
type = PlaySnd
trigger1 = time = 1
value = 5000, 0

[State ]
type = PlaySnd 
trigger1 = AnimElem = 2
value = 0, 3

[State ]
type = PlaySnd 
trigger1 = AnimElem = 2
triggerall = PalNo != 12
value = 5, 7

[State ]
type = PlaySnd 
trigger1 = AnimElem = 1, 11
value = 800, 3

[State ]
type = PlaySnd 
trigger1 = AnimElem = 2
value = 800, 4

[State ]
type = PlaySnd 
trigger1 = AnimElem = 1, 10
value = 800, 5
volume = -415

[State ]
type = VelSet
trigger1 = time = [15, 19]
x = Const(Velocity.Run.Fwd.X) + 12

[State ]
type = VelAdd
trigger1 = time >= 19
x = -.73

[State 440, qbg`]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 100, 50
animtype  = Up
hitflag = MAD
guardflag = L
pausetime = 2,7
sparkno = 3
guard.sparkno = s7050
sparkxy = -5,-65
hitsound   = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -1.5,-27
air.velocity = -1.9,-27
guard.velocity = -14
guard.pausetime = 0, 20
guard.slidetime = 20
guard.kill = 1
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
yaccel = .99
fall = 1
fall.recover = 0
fall.damage = 20

[State ]
type = MakeDust
trigger1 = time >= 15
pos = 0, 0
spacing = 2

[State ]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 650]
type = S
movetype = A
anim = 650
ctrl = 0
velset = 0, 0
poweradd = 200

[State ]
type = Explod
trigger1 = AnimElem = 8, 2
anim = 6420
postype = P1
pos = Floor(P2BodyDist X), 0
scale = 0.80, 0.40
sprPriority = 4

[State ]
type = PlaySnd 
trigger1 = AnimElem = 8, 2
value = 650, 0

[State ]
type = PlaySnd 
trigger1 = AnimElem = 9
value = 650, 1
volume = -415

[State ]
type = EnvShake
trigger1 = AnimElem = 9
ampl = 28
time = 100
freq = 115

[State 440, qbg`]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SA
projpriority = 84810214
projremove = 0
projremovetime = 117
projanim = 6421
damage    = 300, 50
animtype  = Up
hitflag = MAFD
guardflag = L
pausetime = 2,7
sparkno = 3
guard.sparkno = s7050
sparkxy = -5,-65
hitsound   = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -1.5,-35
air.velocity = -1.9,-35
guard.velocity = -14
guard.pausetime = 0, 20
guard.slidetime = 20
guard.kill = 1
yaccel = .99
fall = 1
fall.recover = 0
fall.damage = 20
postype = P1
offset = Floor(P2BodyDist X), 0

[State ]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 655]
type = S
movetype = A
poweradd = 95
anim = 655
ctrl = 0
velset = 0, 0

[State ]
type = NotHitBy
trigger1 = time = 13
trigger2 = time = 14
time = 15
value = SCA, AA, AT, AP

[State ]
type = PalFX
trigger1 = AnimElem = 4
add = 255, 255, 255
sinadd = -255, -255, -255, 24
time = 10

[State 1930, GtFNg]
type = Explod
trigger1 = AnimElem = 3, 3
anim = 3705
postype = p1
pos = 0,0
ownpal = 1
scale = 0.85,0.85
ID = 3700
ontop = 1
sprpriority = 5

[State 1930, GtFNg]
type = Explod
trigger1 = AnimElem = 3, 3
anim = 3700
postype = p1
pos = 0,0
ownpal = 1
scale = 1,1
ID = 3700
ontop = 1
sprpriority = 5
facing = -1

[State ]
type = PlaySnd 
trigger1 = AnimElem = 3, 3
value = 800, 4

[State ]
type = PlaySnd 
trigger1 = AnimElem = 3, 3
value = 5, 8

[State ]
type = PlaySnd 
trigger1 = AnimElem = 2
value = 800, 5
volume = -325

[State ]
type = VelAdd
trigger1 = AnimElem = 4
x = 9.5
y = -7.5
ignorehitpause = 1

[State ]
type = StateTypeSet
trigger1 = AnimElem = 4, 2
movetype = A
physics = A
statetype = A
ignorehitpause = 1

[State 440, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 125, 50
animtype  = Up
hitflag = MADF
guardflag = H
pausetime = 2,5
sparkno = 3
guard.sparkno = s7050
sparkxy = -5,-65
hitsound   = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -10.11,-11.10
air.velocity = -10.11,-11.10
guard.velocity = -30
guard.pausetime = 0, 20
guard.slidetime = 20
guard.kill = 1
envshake.time = 20
envshake.ampl = 7
envshake.freq = 170
yaccel = .80
fall = 1
fall.recover = 0

[State -1,]
type = ChangeState
value = 600
triggerall = Var(59) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = time >= 25

[State -1,donaside cutter]
type = ChangeState
value = 1050
triggerall = Var(59) = 0
triggerall = command = "donasidecutter_a"
trigger1 = movecontact
trigger1 = time >= 29

[State -1,donaside cutter]
type = ChangeState
value = 110550
triggerall = Var(59) = 0
triggerall = StateNo != 110551
triggerall = command = "donasidecutter_b"
trigger1 = movecontact
trigger1 = time >= 29
;---------------------------------------------------------------------------
; ͂݃[V

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = Unguardable

[State 800, qbg`ipj]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = MFA
priority = 4, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 800, Xe[gύX]
type = ChangeState
Trigger1 = AnimTime = 0
value = 250
ctrl = 1

;---------------------------------------------------------------------------
; [V

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 20
sprpriority = 2

[State 810, 摜\Dx]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 810, 摜\Dx]
type = SprPriority
trigger1 = AnimElem = 4
value = -1

[State 831, vC[̃pbgύX]
type = PalFX
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 2, 20
trigger3 = AnimElem = 2, 45
trigger4 = AnimElem = 2, 70
trigger5 = AnimElem = 2, 95
trigger6 = AnimElem = 2, 120
trigger7 = AnimElem = 2, 145
time = 5
add = 255,0,0
sinadd = 50,50,0,5
color = 0
invertall = 1

[State 810, ͂񂾉炷]
type = PlaySnd
trigger1 = AnimElem = 1, 2
value = 810, 811
volume = -145

[State ]
type = TargetLifeAdd
trigger1 = AnimElem = 1, 2
value = -15

[State ]
type = LifeAdd
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 2, 20
trigger3 = AnimElem = 2, 45
trigger4 = AnimElem = 2, 70
trigger5 = AnimElem = 2, 95
trigger6 = AnimElem = 2, 120
trigger7 = AnimElem = 2, 145
value = 20
absolute = 1

[State ]
type = LifeAdd
triggerall = Enemy, AuthorName = "Nep Heart" ;Very Cheap Characters.
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 2, 20
trigger3 = AnimElem = 2, 45
trigger4 = AnimElem = 2, 70
trigger5 = AnimElem = 2, 95
trigger6 = AnimElem = 2, 120
trigger7 = AnimElem = 2, 145
value = 35
absolute = 1

[State ]
type = PowerAdd
trigger1 = AnimElem = 2, 20
trigger2 = AnimElem = 2, 45
trigger3 = AnimElem = 2, 70
trigger4 = AnimElem = 2, 95
trigger5 = AnimElem = 2, 120
trigger6 = AnimElem = 2, 145
value = 100

[State ]
type = TargetPowerAdd
trigger1 = AnimElem = 2, 20
trigger2 = AnimElem = 2, 45
trigger3 = AnimElem = 2, 70
trigger4 = AnimElem = 2, 95
trigger5 = AnimElem = 2, 120
trigger6 = AnimElem = 2, 145
value = -100

[State ]
type = TargetPowerAdd
triggerall = Enemy, AuthorName = "Nep Heart" ;Same as before.
trigger1 = AnimElem = 2, 20
trigger2 = AnimElem = 2, 45
trigger3 = AnimElem = 2, 70
trigger4 = AnimElem = 2, 95
trigger5 = AnimElem = 2, 120
trigger6 = AnimElem = 2, 145
value = -200

[State ]
type = TargetLifeAdd
trigger1 = AnimElem = 2, 20
trigger2 = AnimElem = 2, 45
trigger3 = AnimElem = 2, 70
trigger4 = AnimElem = 2, 95
trigger5 = AnimElem = 2, 120
trigger6 = AnimElem = 2, 145
value = -15
kill = 0

[State ]
type = TargetLifeAdd
triggerall = Enemy, AuthorName = "Nep Heart" ;Same as before.
trigger1 = AnimElem = 2, 20
trigger2 = AnimElem = 2, 45
trigger3 = AnimElem = 2, 70
trigger4 = AnimElem = 2, 95
trigger5 = AnimElem = 2, 120
trigger6 = AnimElem = 2, 145
value = -25
kill = 0

[State ]
type = PlaySnd
trigger1 = AnimElem = 2, 20
trigger2 = AnimElem = 2, 45
trigger3 = AnimElem = 2, 70
trigger4 = AnimElem = 2, 95
trigger5 = AnimElem = 2, 120
trigger6 = AnimElem = 2, 145
value = 810, 810

[State 831, GtFNg\]
type = Explod
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 2, 20
trigger3 = AnimElem = 2, 45
trigger4 = AnimElem = 2, 70
trigger5 = AnimElem = 2, 95
trigger6 = AnimElem = 2, 120
trigger7 = AnimElem = 2, 145
anim = 4401
postype = P2
pos = 3,9
scale = 0.94,0.94
sprpriority = 4
ownpal = 1

[State 810, 蓊̉炷]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 8

[State 810, 蓊̉炷]
type = PlaySnd
trigger1 = AnimElem = 3
triggerall = PalNo != 12
value = 5, 6

[State 810, ͂񂾑̈ʒuP]
type = TargetBind
trigger1 = animelem = 1
pos = 34, -110

[State 810, ͂񂾑̈ʒuP]
type = TargetBind
trigger1 = animelem = 2
pos = 26, -131

[State 810, IȃL̕]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(19) < 0
edge = 60,0

[State 810, ͂񂾑̈ʒuP]
type = TargetBind
trigger1 = animelem = 3
pos = 28, -110

[State 810, ͂񂾑̈ʒuQ]
type = TargetBind
trigger1 = animelem = 4
pos = 14, -105

[State 810, ͂񂾑̈ʒuQ]
type = TargetBind
trigger1 = animelem = 5
pos = 34, -70

[State 810]
type = TargetVelSet
trigger1 = AnimElem = 5, 2
x = -10
y = -2

[State 810]
type = TargetVelAdd
trigger1 = time >= 173
x = 0.2

[State 810, 摜\Dx]
type = SprPriority
trigger1 = AnimElem = 5
value = -1

[State 810, ͂񂾑̗̑̓Q[W̑]
type = TargetLifeAdd
trigger1 = AnimElem = 5, 2
value = -25

[State 810, ͂񂾑̃Xe[gύX]
type = TargetState
trigger1 = AnimElem = 5, 2
value = 821

[State 810, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 葤̓ꃂ[VP

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 䂵̃AjύX]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;---------------------------------------------------------------------------
; 葤̓ꃂ[VQ

[Statedef 821]
type    = A
movetype= H
physics = N
poweradd = 0

[State 821, xZ]
type = VelAdd
Trigger1 = 1
y = .32

[State 820, 䂵̃AjύX]
type = ChangeAnim2
Trigger1 = Time = 0
value = 821

[State 821, đ̃Xe[gɖ߂]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 󒆓͂݃[V

[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, qbg`ipj]
type = HitDef
Trigger1 = Time = 0
attr = A, NT          
hitflag = AF        
priority = 1, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = -1
p1stateno = 851
p2stateno = 855
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 850, Xe[gύX]
type = ChangeState
Trigger1 = AnimTime = 0
value = 640
ctrl = 0

;---------------------------------------------------------------------------
; [V

[Statedef 851]
type    = A
movetype= A
physics = N
anim = 851
poweradd = 0
velset = 0,-8
sprpriority = 4
ctrl = 0

[State 851, 蓊̉炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 5, 6

[State 851, xZ]
type = VelAdd
trigger1 = 1
y = .55

[State 851, ͂񂾉炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 851, ͂񂾑̈ʒuP]
type = TargetBind
trigger1 = animelem = 1
pos = 15, -150

[State 851, ͂񂾑̃Xe[gύX]
type = TargetState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 855

[State 851, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 852
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 852]
type    = A
movetype= A
physics = N
anim = 852
velset = 0,0
poweradd = 60
sprpriority = 4
ctrl = 0

[State 852, 蓊̉炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 1

[State 852]
type = EnvShake
trigger1 = AnimElem = 2
time = 50
freq = 100
ampl = 10

[State 852, ͂񂾑̈ʒuP]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 852, ͂񂾑̈ʒuQ]
type = TargetBind
trigger1 = animelem = 2
pos = 58, -30

[State 852, ͂񂾑̗̑̓Q[W̑]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -70

[State 852, ͂񂾑̃Xe[gύX]
type = TargetState
trigger1 = AnimElem = 3
value = 856

[State ]
type = PosSet
trigger1 = time >= 7
y = Floor(0)

[State 852, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 葤̓ꃂ[VP

[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,-4
ctrl = 0

[State 851, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 855, xZ]
type = VelAdd
trigger1 = 1
y = .35

[State 855, 䂵̃AjύX]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

;---------------------------------------------------------------------------
; 葤̓ꃂ[VQ

[Statedef 856]
type    = A
movetype= H
physics = N
velset = 2,-7
poweradd = 40
ctrl = 0

[State 855, 䂵̃AjύX]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8555

[State 2120, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 856, Xe[gύX]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 856, đ̃Xe[gɖ߂]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ͕KEZ̃Xe[g
;---------------------------------------------------------------------------
; GO ACTIVE

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 1000, 炷]
type = PlaySnd
trigger1 = Time = 1
triggerall = PalNo != 12
value = 6, 2

[State 1000, ړx]
type = VelSet
trigger1 = AnimElem = 1
x = 13

[State 1000, ړx]
type = VelSet
trigger1 = AnimElem = 2
x = 8

[State 1000, ړx]
type = VelSet
trigger1 = AnimElem = 3
x = 2

[State 1000, ړx]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1000, qbg`] 
type = HitDef
trigger1 = Time = 8
attr = S, SA
animtype  = Hard
damage    = 25, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-30
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -4,0
air.velocity = -4,-3
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0

[State 1000, qbg`] 
type = HitDef
trigger1 = Time = 12
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -4,-8
air.velocity = -4,-8
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1000, qbg`] 
type = HitDef
trigger1 = Time = 18
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-120
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -2,-10
guard.velocity = -10
air.velocity = -2,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1000, ʒuړ]
type = PosAdd
trigger1 = AnimElem = 8
x = -5

[State 1000, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GO ACTIVE()
;
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 70
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State -1020, hih]
type = ChangeState
triggerall = 1
triggerall = life <= 500
trigger1 = PalNo = 12
value = 1021

[State 1020, c]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, c\]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1020, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1020, 炷]
type = PlaySnd
trigger1 = Time = 5
triggerall = PalNo != 12
value = 6, 2

[State 1020, 炷]
type = PlaySnd
trigger1 = Time = 25
triggerall = PalNo != 12
value = 6, 7

[State 1020, ړx]
type = VelSet
trigger1 = AnimElem = 3
x = 60

[State 1020, ړx]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1020, qbg`]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = up
damage    = 130, 5
getpower  = 30
priority  = 5
guardflag = M
pausetime = 30,30
guard.pausetime = 12,12
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.hittime  = 8
guard.ctrltime = 8
guard.velocity = -16
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
p2stateno = 1025

[State 200, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

[State 1020, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GO ACTIVE()
;
[Statedef 1021]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 70
velset = 0,0
anim = 10200
ctrl = 0
sprpriority = 2

[State 1020, G]
type = nothitby
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 50

[State 1020, c]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, c\]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1020, 炷]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1020, 炷]
type = PlaySnd
trigger1 = Time = 5
triggerall = PalNo != 12
value = 6, 2

[State 1020, 炷]
type = PlaySnd
trigger1 = Time = 25
triggerall = PalNo != 12
value = 6, 7

[State 1020, ړx]
type = VelSet
trigger1 = AnimElem = 3
x = 60

[State 1020, ړx]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1020, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = up
damage    = 130, 5
getpower  = 30
priority  = 5
guardflag = MA
pausetime = 30,30
guard.pausetime = 12,12
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.hittime = 8
guard.velocity = -16
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
p2stateno = 1025

[State 1020, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1020, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;------------------
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, 䂵̃AjύX]
type = ChangeAnim2
trigger1 = 1
value = 1030

[State 1025, Xe[gύX]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1030

;------------------
;-----------------
;---------------------------------------------------------------------------
[Statedef 1030]
type    = A
movetype= H
physics = N
velset = -5,-16

[State 1030, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 1030, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1030, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1030, Xe[gɖ߂]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;---------------------------------------------------------------------------
;hiTChJb^[
;
; 
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1050, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 炷]
type = PlaySnd
trigger1 = Time = 1
triggerall = PalNo != 12
value = 6, 3

[State 1050, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = 12
value = 10510

[State 1050, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;------------------
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 1.6,-8
anim = 1051

[State 1050, G]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) <= 0
value = SCA
time = 1

[State 1051, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 5,0
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = -5.5

[State 1051, qbg`]
type = HitDef
trigger1 = Time = 2
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5.3,-3.2
guard.velocity = -7
air.velocity = -5.3,-3.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -15.5

[State 1051, xZ]
type = VelAdd
trigger1 = 1
y = .43

[State 1051, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
[Statedef 110550]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1050, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 炷]
type = PlaySnd
trigger1 = Time = 1
triggerall = PalNo != 12
value = 6, 3

[State 1050, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 110551
;------------------
[Statedef 110551]
type    = A
movetype= A
physics = N
velset = 1.6,-8
ctrl = IfElse(Floor(Pos Y >= -1), 1, 0)
anim = 110551

[State 1050, 炷]
type = PlaySnd
trigger1 = Time = 5
trigger2 = Time = 16
value = 0, 3

[State 1050, G]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) <= 0
value = SCA
time = 1

[State 1051, qbg`]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Up
damage    = 25, 4
priority  = 5
guardflag = MA
pausetime = 4, 2
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-2
guard.velocity = -7
air.velocity = 0,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -5.5

[State 1051, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 5,3
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -5.5

[State ]
type = VelAdd
trigger1 = AnimElem = 6
y = -3.4
x = 1

[State 1051, qbg`]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5.3,-3.2
guard.velocity = -7
air.velocity = -5.3,-3.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -15.5

[State 1051, xZ]
type = VelAdd
trigger1 = 1
y = .43

[State 1051, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

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

[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, ʒuݒ]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 炷]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, Rg[]
type = CtrlSet
trigger1 = Time >= 5
value = 1

[State 1052, ʒuړ]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------
;------------------
[Statedef 10510]
type    = A
movetype= A
physics = N
velset = 1.6,-7
anim = 10510

[State 1051, qbg`]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 8,3
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 1051, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2.3,-5.2
guard.velocity = -7
air.velocity = -2.3,-5.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 1020, ړx]
type = VelSet
trigger1 = AnimElem = 5
x = 1
y = -10

[State 1051, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 8,3
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1051, qbg`]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -8.3,-8.2
guard.velocity = -7
air.velocity = -8.3,-8.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 50

[State 1051, xZ]
type = VelAdd
trigger1 = 1
y = .43

[State 1051, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 200, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

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

[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, ʒuݒ]
type = PosSet
trigger1 = 1
y = 0

[State 1052, 炷]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, Rg[]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, ʒuړ]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆃hiTChJb^[
[Statedef 1053]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
velset = 2.2, 0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1053, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1053, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1053, 炷]
type = PlaySnd
trigger1 = Time = 1
triggerall = PalNo != 12
value = 6, 3

[State 1053, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 1054

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

[Statedef 1054]
type    = A
movetype= A
physics = N
velset = Vel Y,-9
anim = 1051

[State 1054, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Up
damage    = 30, 4
priority  = 5
guardflag = MA
pausetime = 5,0
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = -5.5

[State 1054, qbg`]
type = HitDef
trigger1 = Time = 2
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5,-4
guard.velocity = -7
air.velocity = -5,-4
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -15.5

[State 1054, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 200, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

[State 1054, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1055

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

[Statedef 1055]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1055, ʒuݒ]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1055, 炷]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1055, Rg[]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1055, ʒuړ]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1055, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;hihK[Ăяo 

[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1060
ctrl = 0
sprpriority = 2

[State 1060, wp[o]
type = Helper
trigger1 = AnimElem = 4
Persistent = 0
name = "donaldgirl"
stateno = 2100
ID = 2100
pos = 400,-80
postype = P2
facing = -1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Normal

[State 1060, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
triggerall = PalNo != 12
value = 6, 2

[State 1060, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 20
value = 1

;------------------
;hihK[ JJgƂ

[Statedef 2100]
type = A
movetype= A
physics = N
velset = 12,-12
ctrl = 0
anim = 2100

[State 2100, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 2100, qbg`]
type = HitDef
trigger1 = AnimElem = 3,4
attr = A, SA
animtype  = Hard
damage    = 70, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0


[State 2100, xZ]
type = VelAdd
trigger1 = 1
y = 1.0

[State 2100]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2100]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2100]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2100, ̃wp[]
type = DestroySelf
trigger1 = Time = 150

[State 2100,sift]
type = ChangeState
trigger1 = NumHelper(2100) >= 1
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 2110

;---------------------------------------------------------------------------
; hihK[|[Y
; 
[Statedef 2105]
type = S
ctrl = 0
anim = 2105
velset = 0,0

[State 2105, ϐZbg]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 2105, Xe[gύX] 
type = ChangeState
trigger1 = Time = 150
value = 2400

[State 2105, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;hihK[A

[Statedef 2110]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 2110

[State 2100,sift]
type = posset
trigger1 = helper,Pos Y != 0
y=0

[State 2110]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2110]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2110]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2110, Xe[gύX] 
type = ChangeState
trigger1 = WinKO = 1
value = 2105

[State 2110]
type = ChangeState
trigger1 = AnimTime = 0
value = 1930
ctrl = 1

;---------------------------------------------------------------------------
;hihK[炢

[Statedef 2120]
type = S
movetype= H
physics = N
velset = -10,-7
ctrl = 0
anim = 2120

[State 2120, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 2120, ̃wp[]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;󒆔ƃ@[K[4

[Statedef 1100]
type    = A
movetype= A
physics = N
poweradd= 100
anim = 1100
velset = -1,-8
ctrl = 0
sprpriority = 2

[State -1205, hih]
type = ChangeState
triggerall = 1
triggerall = Life <= 500
trigger1 = PalNo = 12
value = 1101

[State 1100, ړx]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3

[State 1100, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 1100, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 1100, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0

[State 1100, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1100, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1

[State 1100, ѓo] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recovertime = 25

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆔ƃ@[K[4

[Statedef 1101]
type    = A
movetype= A
physics = N
poweradd= 100
anim = 1100
velset = -1,-8
ctrl = 0
sprpriority = 2

[State 1011, G]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 7


[State 1100, ړx]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3

[State 1100, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 1100, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 1100, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0

[State 1100, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 3000, 7

[State 1100, ѓo] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 13,13
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = -2,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; 󒆔ƃ@[K[

[Statedef 1110]
type    = A
movetype= A
physics = A
poweradd= 50
anim = 1110
ctrl = 0
sprpriority = 2

[State -1205, hih]
type = ChangeState
triggerall = 1
triggerall = Life <= 500
trigger1 = PalNo = 12
value = 1111

[State 1110, qbgobN]
type = VelSet
trigger1 = 1
trigger1 = PrevStateNo = 640
Trigger1=EnemyNear,BackEdgeBodyDist <= 0
Trigger1=P2BodyDist X=[0,80]
trigger1 = EnemyNear,MoveType = H
x = -1.0 - (EnemyNear,GethitVar(hitcount) * 0.18)

[State 1110, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200, 0

[State 1110, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1110, ѓo]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SP 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-4
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,6,16)
guard.hittime  = 16
guard.ctrltime = 16
air.hittime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,3,16)
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,40)

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 12
value = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 󒆔ƃ@[K[

[Statedef 1111]
type    = A
movetype= A
physics = A
poweradd= 50
anim = 1110
ctrl = 0
sprpriority = 2

[State 1111, G]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 7

[State 1110, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 1110, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1110, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1110, ѓo]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SP 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-4
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 3.5,-5.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-6.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 2.5,-1.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 6.5,-2.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-3.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 12
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Ԃ܂|eg

[Statedef 1600]
type    = S
movetype= A
physics = S
poweradd= 90
anim = 1600
ctrl = 0
sprpriority = 2

[State -1600, hih]
type = ChangeState
triggerall = 1
triggerall = Life <= 500
trigger1 = PalNo = 12
value = 1601

[State 1600, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1600, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
triggerall = PalNo != 12
value = 6, 6

[State 1600, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 11
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 105,-60
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 13
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 103,-70
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 15
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 100,-80
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 17
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 95,-88
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 19
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 91,-100
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 84,-110
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 23
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 65,-120
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 25
attr = S, SP
damage = 2
animtype = Light
pausetime = 0,7
offset = 52,-122
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 7
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 30
value = 1

;------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Ԃ܂|eg

[Statedef 1601]
type    = S
movetype= A
physics = S
poweradd= 90
anim = 16000
ctrl = 0
sprpriority = 2

[State 1600, G]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 7

[State 1600, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1600, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
triggerall = PalNo != 12
value = 6, 6

[State 1600, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 15
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 135,-90
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1


[State 1600, ѓo]
type = Projectile
trigger1 = Time = 15
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 105,-60
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 17
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 103,-70
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 17
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 133,-100
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 19
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 100,-80
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 19
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 130,-110
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 95,-88
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 125,-118
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 23
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 91,-100
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 23
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 121,-130
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 25
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 84,-110
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 25
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 114,-140
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1


[State 1600, ѓo]
type = Projectile
trigger1 = Time = 27
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 65,-120
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1
[State 1600, ѓo]
type = Projectile
trigger1 = Time = 27
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 95,-150
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 29
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 52,-122
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, ѓo]
type = Projectile
trigger1 = Time = 29
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 82,-152
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1


[State 1600, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 30
value = 1

;------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Se 

[Statedef 1800]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
anim = 1800
ctrl = 0
sprpriority = 2

[State 1800, wp[o]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "applebom"
stateno = 1810
ID = 1810
pos = 60,-110
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 1800, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 6, 4

[State 1800, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 118800]
type    = A
movetype= A
physics = A
poweradd= 50
anim = 1110
ctrl = 0
sprpriority = 2

[State 1110, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 6, 8

[State 1110, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 7

[State 1110, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1800, wp[o]
type = Helper
trigger1 = AnimElem = 3
Persistent = 0
name = "applebom"
stateno = 181100
ID = 181100
pos = 60,-110
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

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

[Statedef 1810]
type = A
movetype= A
physics = N
velset = 7,17
ctrl = 0
anim = 4200
sprpriority = 5

[State 1810, qbg`]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0
p1stateno = 1813

[State 1810]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1810]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1810,sift]
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1811
;----------------------
[Statedef 181100]
type = A
movetype= A
physics = N
velset = 7,11
ctrl = 0
anim = 4200
sprpriority = 5

[State 1810, qbg`]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0
p1stateno = 1820

[State 1810]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State ]
type = VelAdd
trigger1 = 1
y = 0.23
x = -0.13

[State 1810]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1810,sift]
type = ChangeState
trigger1 = NumHelper(181100) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1820

;---------------------------------------------------------------------------
; S˂
; 
[Statedef 1811]
type = A
ctrl = 0
anim = 4200
velset = 1,-6
sprpriority = 5

[State 1811, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1


[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1811, Xe[gύX] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1812

;---------------------------------------------------------------------------
; SÎ~
; 
[Statedef 1812]
type = A
ctrl = 0
anim = 4200
velset = 0,0
sprpriority = 5

[State 1812]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1812]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1820]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 1820]
type = palfx
trigger1 = Time = 250
time = 50
add = 250,0,250
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 1820]
type = ChangeState 
triggerall = Parent, Command = "start"
triggerall = time <= 200
trigger1 = 1
value = 18812

[State 1812, Xe[gύX] 
type = ChangeState
trigger1 = Time = 300
value = 1820

;--------------------------------------------------------
[Statedef 18812]
type = A
ctrl = 0
anim = 4200
velset = 0,0
sprpriority = 5

[State 1812]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1812]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1820]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 1820]
type = palfx
trigger1 = Time = 25
time = 24
add = 250,0,250
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 1812, Xe[gύX] 
type = ChangeState
trigger1 = Time = 50
value = 1820

;---------------------------------------------------------------------------
; SHIT
; 
[Statedef 1813]
type = A
ctrl = 0
anim = 4200
velset = -1,-8
sprpriority = 5


[State 1811, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1


[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1811, Xe[gύX] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1812

;---------------------------------------------------------------------------
;S

[Statedef 1820]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 4210

[State 1820]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 1820, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 2

[State 1820, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = up
damage    = 120, 4
affectteam = E
priority  = 5
guardflag = MA
pausetime = 0,15
sparkxy = 0,0
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-13
guard.velocity = -7
air.velocity = 0,-13
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
palfx.time = 80
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0

[State 1820, ̃wp[]
type = DestroySelf
trigger1 = AnimElem = 8

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ͒KEZ̃Xe[g
;---------------------------------------------------------------------------
; _XɖȂ
;
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 8,0
poweradd= 0
anim = 3000
ctrl = 0
sprpriority = 2

[State ]
type = VarSet
trigger1 = 1
v = 45
value = 0

[State 3000, IȃL̕]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, KEZ̎Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, c]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3000, c\]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal


[State 3000, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
value = 0, 7

[State 3000, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
value = 22222, 0

[State 3000, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 3000, 0

[State 3000, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
triggerall = PalNo != 12
value = 3000, 3

[State 3000, ړx]
type = VelSet
trigger1 = AnimElem = 2
x = 15


[State 3000, ړx]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
x = 8

[State 3000, ړx]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 3000, qbg`]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S, HA
animtype  = Hard
damage    = 20,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,11
sparkxy = -10,-60
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -3
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0
kill = 0

[State 3000, qbg`]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype  = Up
damage    = 35,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,10
sparkxy = -10,-60
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -1, -4
guard.velocity = -12
air.velocity = -1,-8
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0
kill = 0

[State 3000, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1

[State 200, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;------------------
;KE㔼hiTChJb^[

[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 2

[State 3001, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2


[State 3000, 炷]
type = PlaySnd
trigger1 = time = 1
value = 22222, 0

[State 3001, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002

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

[Statedef 3002]
type    = A
movetype= A
physics = N
velset = 1.6,-9
anim = 3002

[State 3002, c]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3002, c\]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
value = 0, 7
volume = -225

[State 3000, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
value = 22222, 0
volume = -225

[State 3002, qbg`]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Up
damage    = 35, 4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3002, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
animtype  = Up
damage    = 35, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 15,20
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,-7
guard.velocity = -7
air.velocity = -2,-7
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3002, qbg`]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
animtype  = Hard
damage    = 35, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 4,4
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3002, qbg`]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Hard
damage    = 60, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 1

[State ]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = winko
trigger1 = WinKO
ID = 10000
pos = 0,0
postype = left
stateno = 10000
name = "sa-ko"
pausemovetime = 99999999
supermovetime = 99999999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State 3002, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 3002, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3003

[State 200, 4]
type = CtrlSet
triggerall = var(59) = 41728412 ;DISABLE
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;------------------
; 
[Statedef 3003]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 3003, ʒuݒ]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3003, 炷] ;n
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 3003, Rg[]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 3003, ʒuړ]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 3003, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KEhihK[Ăяo 

[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 3050, wp[o]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "donaldgirl"
stateno = 2200
ID = 2200
pos = -30,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Normal

[State 3050, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
triggerall = PalNo != 12
value = 6, 2

[State 3050, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;hihK[ bV

[Statedef 2200]
type = S
movetype= A
physics = N
velset = 3,0
ctrl = 0
anim = 2200
sprpriority = 3

[State ]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = winko
trigger1 = WinKO
ID = 10000
pos = 0,0
postype = left
stateno = 10000
name = "sa-ko"
pausemovetime = 99999999
supermovetime = 99999999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State 2200, KEZ̎Ԓ~]
type = SuperPause
trigger1 = AnimElem = 2
time = 50
pos = 3, -80
anim = 100
sound = 20, 0
poweradd = -2000

[State 2200, wp[o]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "cutin"
stateno = 6001
ID = 6001
pos = -200,-225
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 2200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
trigger20 = AnimElem = 22
trigger21 = AnimElem = 23
trigger22 = AnimElem = 24
trigger23 = AnimElem = 25
trigger24 = AnimElem = 26
trigger25 = AnimElem = 27
trigger26 = AnimElem = 28
trigger27 = AnimElem = 29
trigger28 = AnimElem = 30
trigger29 = AnimElem = 31
trigger30 = AnimElem = 32
trigger31 = AnimElem = 33
trigger32 = AnimElem = 34
trigger33 = AnimElem = 35
trigger34 = AnimElem = 36
trigger35 = AnimElem = 37
trigger36 = AnimElem = 38
trigger37 = AnimElem = 39
trigger38 = AnimElem = 40
trigger39 = AnimElem = 41
trigger40 = AnimElem = 42
trigger41 = AnimElem = 43
trigger42 = AnimElem = 44
trigger43 = AnimElem = 45
trigger44 = AnimElem = 46
trigger45 = AnimElem = 47
trigger46 = AnimElem = 48
trigger47 = AnimElem = 49
trigger48 = AnimElem = 50
trigger49 = AnimElem = 51
trigger50 = AnimElem = 52
trigger51 = AnimElem = 53
trigger52 = AnimElem = 54
trigger53 = AnimElem = 55
trigger54 = AnimElem = 56
trigger55 = AnimElem = 57
trigger56 = AnimElem = 58
trigger57 = AnimElem = 59
trigger58 = AnimElem = 60
trigger59 = AnimElem = 61
trigger60 = AnimElem = 62
trigger61 = AnimElem = 63
trigger62 = AnimElem = 64
trigger63 = AnimElem = 65
trigger64 = AnimElem = 66
trigger65 = AnimElem = 67
trigger66 = AnimElem = 68
trigger67 = AnimElem = 69
trigger68 = AnimElem = 70
trigger69 = AnimElem = 71
trigger70 = AnimElem = 72
trigger71 = AnimElem = 73
value = 0, 3

[State 2200, ړx]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 2200, ړx]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 2200, ړx]
type = VelSet
trigger1 = AnimElem = 75
x = 0

[State 2200, qbg`]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
trigger20 = AnimElem = 22
trigger21 = AnimElem = 23
trigger22 = AnimElem = 24
trigger23 = AnimElem = 25
trigger24 = AnimElem = 26
trigger25 = AnimElem = 27
trigger26 = AnimElem = 28
trigger27 = AnimElem = 29
trigger28 = AnimElem = 30
trigger29 = AnimElem = 31
trigger30 = AnimElem = 32
trigger31 = AnimElem = 33
trigger32 = AnimElem = 34
trigger33 = AnimElem = 35
trigger34 = AnimElem = 36
trigger35 = AnimElem = 37
trigger36 = AnimElem = 38
trigger37 = AnimElem = 39
trigger38 = AnimElem = 40
trigger39 = AnimElem = 41
trigger40 = AnimElem = 42
trigger41 = AnimElem = 43
trigger42 = AnimElem = 44
trigger43 = AnimElem = 45
trigger44 = AnimElem = 46
trigger45 = AnimElem = 47
trigger46 = AnimElem = 48
trigger47 = AnimElem = 49
trigger48 = AnimElem = 50
trigger49 = AnimElem = 51
trigger50 = AnimElem = 52
trigger51 = AnimElem = 53
trigger52 = AnimElem = 54
trigger53 = AnimElem = 55
trigger54 = AnimElem = 56
trigger55 = AnimElem = 57
trigger56 = AnimElem = 58
trigger57 = AnimElem = 59
trigger58 = AnimElem = 60
trigger59 = AnimElem = 61
trigger60 = AnimElem = 62
trigger61 = AnimElem = 63
trigger62 = AnimElem = 64
trigger63 = AnimElem = 65
trigger64 = AnimElem = 66
trigger65 = AnimElem = 67
trigger66 = AnimElem = 68
trigger67 = AnimElem = 69
trigger68 = AnimElem = 70
trigger69 = AnimElem = 71
trigger70 = AnimElem = 72
trigger71 = AnimElem = 73
attr = S, HA
animtype  = Hard
damage    = 5, 1
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = -10,-70
sparkno = 2
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -1,0
guard.velocity = -7
air.velocity = -1,-1
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
ground.cornerpush.veloff = -5
fall = 0

[State 2200, qbg`]
type = HitDef
trigger1 = AnimElem = 74
attr = S, HA
animtype  = Hard
damage    = 4, 1
priority  = 5
guardflag = MA
pausetime = 20,20
sparkxy = -10,-70
sparkno = 3
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -10,0
guard.velocity = -7
air.velocity = -10,-6
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1

[State 2200]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2200]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2200]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2200, Xe[gύX] 
type = ChangeState
trigger1 = WinKO = 1
trigger1 = Time = 170
value = 2401

[State 2200,]
type = ChangeState
trigger1 = AnimTime = 0
value = 1930
ctrl = 1

;---------------------------------------------------------------------------
; hihK[|[Y
; 
[Statedef 2401]
type = S
ctrl = 0
anim = 2401
velset = 0,0

[State 2401, ϐZbg]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 2401, Xe[gύX] 
type = ChangeState
trigger1 = Time = 150
value = 2400

[State 2401, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------

[Statedef 4000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4000, 䂵̃AjύX]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4000

;---------------------------------------------------------------------------
[Statedef 4001]
type    = S
movetype= H
physics = N
velset = -5,-15
poweradd = 0

[State 4001, xZ]
type = VelAdd
Trigger1 = 1
y = .4

[State 4001,]
type = palfx
Trigger1 = 1
time = 60
add = 150,0,-100
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 4000, 䂵̃AjύX]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4001

[State 4001, đ̃Xe[gɖ߂]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; hih}WbN

[Statedef 3200]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3200
ctrl = 0
sprpriority = 2

[State ]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = winko
trigger1 = WinKO
ID = 10000
pos = 0,0
postype = left
stateno = 10000
name = "sa-ko"
pausemovetime = 99999999
supermovetime = 99999999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State 1205,]
type = AttackDist
trigger1 = 1
value = 360

[State -3200, hih]
type = ChangeState
triggerall = 1
trigger1 = PalNo = 12
trigger1 = Life <= 500
value = 3201

[State 3200, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 3000, 0

[State 3200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100, 2

[State 3200, KEZ̎Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -2000

[State 3200, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 3200, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 3200, ѓo] 
type = Projectile
trigger1 = AnimElem = 3
attr = S, HP
damage = 240
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremove = 0
projremovetime = 14
guard.dist = 800
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

[State 2308,00]
type = AllPalFx
trigger1 = time = 10
add = 200,0,0
sinadd = 10, 10, 10
time = 1

[State 3200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 15
value = 1

;------------------
; hih}WbN

[Statedef 3201]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 32000
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 320

[State 3200, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 3000, 0

[State 3200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 3100, 2

[State 3200, KEZ̎Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -2000

[State 3200, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 3200, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 3200, ѓo] 
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-67
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60

[State 3200, ѓo] 
type = Projectile
trigger1 = AnimElem = 7
attr = S, HP
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

[State 2308,00]
type = AllPalFx
trigger1 = time = 10
add = 200,0,0
sinadd = 10, 10, 10
time = 1

[State 3200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 15
value = 1

;------------------
;---------------------------------------------------------------------------
[Statedef 3210]
type    = A
movetype= H
physics = N
velset = -1.5,-6

[State 3210, xZ]
type = VelAdd
trigger1 = 1
y = .25

[State 3210, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3210, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3210, Xe[gɖ߂]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;Anbs[Zbg

[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
anim = 3300
ctrl = 0
sprpriority = 2

[State ]
type = VarSet
trigger1 = 1
v = 45
value = 0

[State 3300, IȃL̕]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (8) < 0)
value = 25,0

[State 3300, wp[o]
type = Helper
trigger1 = AnimElem = 3
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal



[State 3300, G]
type = NotHitBy
trigger1 = time= [0,16]
value = SCA
time = 1

[State 3300, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 3000, 0

[State 3300, KEZ̎Ԓ~]
type = SuperPause
trigger1 = AnimElem = 3
time = 50
pos = 0, -80
anim = 100
sound = 20, 0
poweradd = -3000

[State ]
type = VelAdd
trigger1 = AnimElem = 4, 2
x = 10

[State ]
type = PlaySnd
trigger1 = AnimElem = 5
value = 22222, 0

[State ]
type = MakeDust
trigger1 = time = [11, 19]
pos = 0, 0

[State 3300, qbg`]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, HA
animtype  = up
damage    = 100, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-20
guard.velocity = -7
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
kill = 0
p1stateno = 3301      
p2stateno = 3310 

[State 3300, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3301]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3301
ctrl = 0
sprpriority = 10

[State 3301, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "donaldgirl"
stateno = 2300
ID = 2300
pos = 160,0
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
facing = -1
helpertype = Normal

[State 3301, wp[o]
type = Helper
trigger1 = Time = 50
Persistent = 0
name = "  "
stateno = 2310
ID = 2310
pos = 60,-420
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1

[State 3301, 炷]
type = PlaySnd
trigger1 = Time = 80
value = 3000, 8

[State 3301, Xe[gύX]
type = ChangeState
trigger1 = Time = 200
value = 3302
ctrl = 1

;------------------
[Statedef 3302]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3302
ctrl = 0
sprpriority = 10

[State 3302, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 3000, 1

[State 3506, ͂񂾑̗̑̓Q[W̑]
type = TargetLifeAdd
trigger1 = Time = 60
value = -180
kill = 0

[State 3302, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "retasu"
stateno = 2303
ID = 2303
pos = 30,-400
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3302, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "uepan"
stateno = 2304
ID = 2304
pos = 30,-440
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3302, Xe[gύX]
type = ChangeState
trigger1 = Time = 130
value = 3303
ctrl = 1

;---------------------------------------------------------------------------
;------------------
[Statedef 3303]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3303
ctrl = 0
sprpriority = 10

[State 3303, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
triggerall = PalNo != 12
value = 3000, 6

[State 3303, ͂񂾑̃Xe[gύX]
type = TargetState
trigger1 = Time = 70
value = 4001

[State 3503,]
type = TargetLifeAdd
trigger1 = Time = 70
value = -250

[State ]
type = helper
triggerall = NumHelper(10000) = 0
triggerall = winko
trigger1 = WinKO
ID = 10000
pos = 0,0
postype = left
stateno = 10000
name = "sa-ko"
pausemovetime = 99999999
supermovetime = 99999999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State 3303, Xe[gύX]
type = ChangeState
trigger1 = Time = 135
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;hihK[no[K[Ă

[Statedef 2300]
type = S
movetype= I
physics = N
velset = 4
ctrl = 0
anim = 2300
sprpriority = 6

[State 2300, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "shitapan"
stateno = 2301
ID = 2301
pos = 130,-30
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 2300, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "niku"
stateno = 2302
ID = 2302
pos = 130,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 2300, Xe[gύX]
type = ChangeState
trigger1 = Time = 50
value = 1930
ctrl = 1

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

;---------------------------------------------------------------------------
;p
[Statedef 2301]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3504
sprpriority = 4


[State 2301]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2301, ړx]
type = VelSet
trigger1 = Time = 50
x = 0

[State 2301, Xe[gύX]
type = ChangeState
trigger1 = Time = 400
value = 2305
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
[Statedef 2302]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3503
sprpriority = 5

[State 2302]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2302, ړx]
type = VelSet
trigger1 = Time = 50
x = 0

[State 2302, Xe[gύX]
type = ChangeState
trigger1 = Time = 400
value = 2306
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;^X
[Statedef 2303]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3502
sprpriority = 8

[State 2303]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2303, ړx]
type = VelSet
trigger1 = Time = 50
x = 0
y = 47

[State 2303, ړx]
type = VelSet
trigger1 = Time = 57
y = 0

[State 2303, Xe[gύX]
type = ChangeState
trigger1 = Time = 200
value = 2307
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p
[Statedef 2304]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3501
sprpriority = 9

[State 2304]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2304, ړx]
type = VelSet
trigger1 = Time = 50
x = 0
y = 47

[State 2304, ړx]
type = VelSet
trigger1 = Time = 57
y = 0

[State 2304]
type = EnvShake
trigger1 = Time = 57
time = 50
freq = 100
ampl = 10

[State 2304, 炷]
type = PlaySnd
trigger1 = Time = 57
value = 3100, 0

[State 2304, Xe[gύX]
type = ChangeState
trigger1 = Time = 200
value = 2308
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p
[Statedef 2305]
type = A
movetype= A
physics = N
velset = 14,-4
ctrl = 0
anim = 3504
sprpriority = 4


[State 2305]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2305, xZ]
type = VelAdd
trigger1 = 1
y = .25


[State 2305, ̃wp[]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
[Statedef 2306]
type = A
movetype= A
physics = N
velset = -12,-8
ctrl = 0
anim = 3503
sprpriority = 5

[State 2306]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2306, xZ]
type = VelAdd
trigger1 = 1
y = .25


[State 2306, ̃wp[]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;^X
[Statedef 2307]
type = A
movetype= A
physics = N
velset = 5,-13
ctrl = 0
anim = 3502
sprpriority = 8

[State 2307]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2307, xZ]
type = VelAdd
trigger1 = 1
y = .25


[State 2307, ̃wp[]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p
[Statedef 2308]
type = A
movetype= A
physics = N
velset = -10,-15
ctrl = 0
anim = 3501
sprpriority = 9

[State 2308]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2308, xZ]
type = VelAdd
trigger1 = 1
y = .25


[State 2308, ̃wp[]
type = DestroySelf
trigger1 = Time = 200

[State 2308]
type = EnvShake
trigger1 = Time = 0
time = 70
freq = 150
ampl = 17

[State 2308,00]
type = AllPalFx
trigger1 = time = 1
add = 200,50,50
sinadd = 10, 10, 10
time = 5

[State 2308, 炷]
type = PlaySnd
trigger1 = Time = 0
value = 3100, 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;|eg
[Statedef 2310]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3506
sprpriority = 7

[State 2310]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2310, ړx]
type = VelSet
trigger1 = Time = 45
x = 0
y = 47

[State 2310, ړx]
type = VelSet
trigger1 = Time = 50
y = 0

[State 2310, ̃wp[]
type = DestroySelf
trigger1 = Time = 220

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 3503]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503

[State 3503]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3503, xZ]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, ̃wp[]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;------------------
[Statedef 3310]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3310, 䂵̃AjύX]
type = ChangeAnim2
trigger1 = 1
value = 1030

[State 3310, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 3310, Xe[gύX]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3311

;------------------
;---------------------------------------------------------------------------
[Statedef 3311]
type    = A
movetype= H
physics = N
velset = -0,-40
sprpriority = 7

[State 3311, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3311, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 3311, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3311, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3311, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3102, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -110
value = 4000

;---------------------------------------------------------------------------
;ƃ@[K[ꂭ炢

[Statedef 3400]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 3400
velset = -1,-8
ctrl = 0
sprpriority = 2

[State 3400, ړx]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
x = -0.5
y = -6

[State 3400, ړx]
type = VelSet
trigger1 = AnimElem = 16
x = -3
y = -4

[State 3400, xZ]
type = VelAdd
trigger1 = 1
y = .45

[State 3400, KEZ̎Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 30, -40
anim = 100
sound = 20, 0
poweradd = -1000

[State 3400, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 3400, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 3400, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
triggerall = PalNo != 12
value = 3000, 7

[State 3400, ѓo] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, ѓo] 
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, ѓo] 
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, ѓo]
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


fall.recover = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ƃ@[K[

[Statedef 1200]
type    = S
movetype= A
physics = S
poweradd= 50
anim = 1200
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 280

[State -1205, hih]
type = ChangeState
triggerall = 1
triggerall = Life <= 500
trigger1 = PalNo = 12
value = 1201

[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200, 0

[State 1200, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0


[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 6.5,-3.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -8,0
guard.hittime = 13
air.velocity = -6,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 10
value = 1

;------------------
;---------------------------------------------------------------------------
; ƃ@[K[

[Statedef 1201]
type    = S
movetype= A
physics = S
poweradd= 50
anim = 12000
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 280

[State 1200, G]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 7


[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200, 0

[State 1200, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0


[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 6.5,-5.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 7.5,-6.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 8.5,-1.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 9.5,-2.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 10.5,-3.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 10
value = 1

;------------------
;---------------------------------------------------------------------------
;ƃ@[K[4
[Statedef 1205]
type    = S
movetype= A
physics = S
poweradd= 100
anim = 1205
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 360

[State -1205, hih]
type = ChangeState
triggerall = 1
triggerall = Life <= 500
trigger1 = PalNo = 12
value = 1208

[State 1205, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1205, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1205, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1

[State 1205, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1205, wp[o]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1206
ID = 1200
pos = -25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, wp[o]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1207
ID = 1200
pos = 25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 65
value = 1

;------------------
; 蓊܂ł̃@[K[
;
[Statedef 1206]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1206, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1206, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 2
pos = -25,-90

[State 1206, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 3
pos = -37,-70

[State 1206, ̃wp[]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

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

[Statedef 1207]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1207, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;e

[State 1207, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 2
pos = 25,-90 

[State 1207, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 3
pos = 33,-65

[State 1207, ̃wp[]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A
;---------------------------------------------------------------------------
;ƃ@[K[4
[Statedef 1208]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 12050
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 320

[State 1205, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1205, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
triggerall = PalNo != 12
value = 3000, 7

[State 1205, IȃL̕]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1205, wp[o]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1209
ID = 1200
pos = -25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, wp[o]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1210
ID = 1200
pos = 25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,-2
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,-4
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,-6
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,-8
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,-2
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,-4
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,-6
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ѓo]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,-8
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 65
value = 1

;------------------
; 蓊܂ł̃@[K[
;
[Statedef 1209]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1206, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1206, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 2
pos = -25,-90

[State 1206, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 3
pos = -37,-70


[State 1206, ̃wp[]
type = DestroySelf
trigger1 = Time = 5
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

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

[Statedef 1210]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1207, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1207, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 2
pos = 25,-90 

[State 1207, L{̂Ɉtʒu]
type = BindToRoot
trigger1 = Time = 3
pos = 33,-65

[State 1207, ̃wp[]
type = DestroySelf
trigger1 = Time = 5
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

;---------------------------------------------------------------------------
;JbgC
;---------------------------------------------------------------------------

[Statedef 6000]
type     = A
movetype = I
physics  = N
velset = 16,0
ctrl     = 0
anim     = 6000
sprpriority = -1  

[State 6000, ړx]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6000, ̃wp[]
type = DestroySelf
trigger1 = Time = 50

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

[Statedef 6001]
type     = A
movetype = I
physics  = N
velset = 16,0
ctrl     = 0
anim     = 6001
SprPriority = -1

[State 6000, ړx]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6000, ̃wp[]
type = DestroySelf
trigger1 = Time = 50

;---------------------------------------------------------------------------
;o[fB[
[Statedef 4008]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4008
SprPriority = -3
velset = 20

[State 4008, ړx]
type = VelSet
trigger1 = Time = 15
x = 0

;---------------------------------------------------------------------------
;no[O[
[Statedef 4009]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4009
SprPriority = -3
velset = 20

[State 4009, ړx]
type = VelSet
trigger1 = Time = 15
x = 0

;---------------------------------------------------------------------------
;O}X
[Statedef 4010]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4010
SprPriority = -3
velset = 20

[State 4010, ړx]
type = VelSet
trigger1 = Time = 15
x = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 2] ;Go fwd
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdfwd"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist <= 20
Trigger2 = Var(59) != 0
x = 3
y = -5

[State 5210, 2] ;Go back
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdback"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist >= 20
Trigger2 = Var(59) != 0
x = -3
y = -5

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; }bNo[Xg
;
[Statedef 16500]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd = 0
velset = 0,-6
anim = 16500
ctrl = 0
sprpriority = 2

[State ]
type = SelfState
triggerall = Enemy, AuthorName = "Nep Heart" ;     :)
trigger1 = 1
value = 15666

[State ]
type = LifeAdd
triggerall = !IsHelper
trigger1 = time = 1
value = 250

[State 16500, 炷]
type = PlaySnd
trigger1 = Time = 1
triggerall = PalNo != 12
value = 6, 3

[State 1160, ʒu]
type = PosSet
trigger1 = Time = 30
y = 0

[State 16500, xZ]
type = VelAdd
trigger1 = AnimElem = 7
y = .43

[State 16500,00]
type = AllPalFx
trigger1 = AnimElem = 3
add = 200,0,0
sinadd = 10, 10, 10
time = 10

[State 16500, qbg`]
type = HitDef
trigger1 = time = 0
attr = A, HA
animtype  = up
damage    = 10, 5
getpower  = 0
priority  = 5
pausetime = 30,30
guard.pausetime = 12,12
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,-20
guard.hittime = 8
guard.velocity = -16
air.velocity = -7,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1

[State 16500, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;---------------------------------------------------------------------------
;
[Statedef 15666]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd = 71427987
velset = 0,-10
anim = 16500
ctrl = 0
sprpriority = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = Unguardable

[State ]
type = AttackMulSet
trigger1 = time = 1
value = 5.0

[State ]
type = LifeAdd
triggerall = !IsHelper
trigger1 = time = 1
value = LifeMax

[State 16500, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 6666, 0

[State ]
type = EnvShake
trigger1 = time = 7
ampl = -39
time = 80
freq = 195

[State 16500, xZ]
type = VelSet
trigger1 = time = [7, 75]
y = 0

[State ]
type = VelAdd
trigger1 = time = 76
y = -4

[State ]
type = VelAdd
trigger1 = time >= 75
y = 0.01

[State 16500,00]
type = AllPalFx
trigger1 = AnimElem = 2
add = 200,0,0
sinadd = 10, 10, 10
time = 10

[State 16500, qbg`]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = A, HA
animtype  = up
guardflag =
hitflag = MAFD
damage    = Enemy, LifeMax * 0.5, 5
getpower  = 0
priority  = 5
pausetime = 10,150
guard.pausetime = 12,150
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,-20
guard.hittime = 8
guard.velocity = -16
air.velocity = -7,-20
airguard.velocity = -7,-2
fall = 1
fall.recover = 0

[State 16500, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052
;---------------------------------------------------------------------------
; ƃ@[K[Ƃ
;
;
; 
[Statedef 17000]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 17000
ctrl = 0
sprpriority = 2

[State 3101, wp[o]
type = Helper
trigger1 = time = 35
Persistent = 0
name = "hamva-ga-"
stateno = 17001
ID = 17001
pos = 160,-500
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 3100, ړx]
type = VelSet
trigger1 = AnimElem = 2
y = -30

[State 3100, ړx]
type = VelSet
trigger1 = AnimElem = 3
x = -8

[State 3100, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3100, ړx]
type = VelSet
trigger1 = AnimElem = 4
y = 1

[State 1160, ʒu]
type = PosSet
trigger1 = AnimElem = 4
y = 0

[State 16500, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;------------------
;------------------
;ƃ@[K[

[Statedef 17001]
type = A
movetype= A
physics = N
velset = 1.5,30
ctrl = 0
anim = 17001
sprpriority = 5

[State 3500, xZ]
type = VelAdd
trigger1 = 1
y = .4

[State 3500, qbg`]
type = HitDef
trigger1 = 1
attr = A, HA
animtype  = Hard
damage    = ifelse(Life <= 200, 10000, 1000)
priority  = 7
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-6
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3501, ̃wp[]
type = DestroySelf
trigger1 = Time = 100

[State 3500,sift]
type = ChangeState
trigger1 = helper,Pos Y >= 0
trigger1 = helper,Vel Y > 0
value = 17002

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p

[Statedef 17002]
type = A
movetype= A
physics = N
velset = -3,-12
ctrl = 0
anim = 3501
sprpriority = 5

[State 3501]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 3501,00]
type = AllPalFx
trigger1 = time = 1
add = 200,50,50
sinadd = 10, 10, 10
time = 5

[State 3501, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3100, 0

[State 3501, xZ]
type = VelAdd
trigger1 = 1
y = .25

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3501, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "retasu"
stateno = 17003
ID = 17004
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "nikul"
stateno = 17004
ID = 17004
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, wp[o]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "shitapan"
stateno = 17005
ID = 17005
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, ̃wp[]
type = DestroySelf
trigger1 = Time = 100

;---------------------------------------------------------------------------
[Statedef 17003]
type = A
movetype= A
physics = N
velset = 5,-9
ctrl = 0
anim = 3502
sprpriority = 5

[State 3502]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3502, xZ]
type = VelAdd
trigger1 = 1
y = .25

[State 3502, ̃wp[]
type = DestroySelf
trigger1 = Time = 100

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

[Statedef 17004]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503
sprpriority = 5

[State 3503]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3503, xZ]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, ̃wp[]
type = DestroySelf
trigger1 = Time = 70

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

[Statedef 17005]
type = A
movetype= A
physics = N
velset = 4,-6
ctrl = 0
anim = 3504
sprpriority = 5

[State 3504]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3504, xZ]
type = VelAdd
trigger1 = 1
y = .25

[State 3504, ̃wp[]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[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 = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900];ϐݒ
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State 5900];ϐݒ
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[Statedef 221100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 3, 0
anim = 221100
sprpriority = 2

[State ]
type = AttackMulSet
trigger1 = time = 47
value = 1.0

[State ]
type = VelAdd
triggerall = Time = [11, 44]
trigger1 = time%4 = 0
x = 1.8

[State ]
type = VelAdd
trigger1 = Time = 45
x = 14.4
ignorehitpause = 1

[State 221100]
type = HitDef
attr = S, NA
triggerall = Time = [11, 44]
trigger1 = time%3 = 0
damage = 4, 2
ground.hittime = 6
pausetime = 2, 3
animtype = Back
ground.slidetime = 4
ground.velocity = -5, 0
hitsound = s22222, 10+random%1
ground.cornerpush.veloff = -3
sparkno = 2
sparkxy = -25,Floor(-70-random%70 * const(size.yscale))
envshake.ampl = 5
envshake.time = 7
envshake.freq = 110

[State ]
type = PlaySnd
trigger1 = time = 11
triggerall = PalNo != 12
value = 3000, 2
loop = 1
channel = 6
ignorehitpause = 1

[State ]
type = StopSnd
trigger1 = time = 44
channel = 6
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = time = 45
triggerall = PalNo != 12
value = 5, 4
ignorehitpause = 1

[State 221100]
type = HitDef
attr = S, NA
trigger1 = AnimElem = 16
damage = 35, 20
ground.hittime = 6
animtype = DiagUp
ground.slidetime = 4
pausetime = 30, 35
ground.velocity = IfElse(var(45) = 1, -5, -13), -4
air.velocity = IfElse(var(45) = 1, -5, -13), IfElse(var(45) = 1, -2, -7)
fall = 1
fall.recover = 0
hitsound = s1, 7
sparkno = 3
sparkxy = -10,-60
envshake.ampl = 18
envshake.time = 20
envshake.freq = 110

[state 195]
type = Explod
triggerall = !numexplod(22222)
trigger1 = time = 11
anim = 22222
ID = 22222
postype = p1
pos = Floor(216 * const(size.xscale)),Floor(-133 * const(size.yscale))
scale = 0.95,0.95
sprpriority = 12
bindtime = -1
removetime = 44
ignorehitpause = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Selfstate
triggerall = var(45) = 1
triggerall = time >= 49
trigger1 = 1
value = 3300
ignorehitpause = 1

[State ]
type = Selfstate
triggerall = var(45) = 2
triggerall = time >= 49
trigger1 = 1
value = 3000
ignorehitpause = 1

[State ]
type = VarSet
triggerall = power >= 2999
triggerall = command = "unhappyset"
trigger1 = 1
v = 45
value = 1

[State ]
type = VarSet
triggerall = power >= 999
triggerall = command = "korekurai2"
trigger1 = 1
v = 45
value = 2

[State 200, 炷]
type = PlaySnd
triggerall = Time = [11, 43]
trigger1 = time%4 = 1
value = s22222,20+random%3
ignorehitpause = 1

[State 210, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 121212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 3, 0
anim = 121212
sprpriority = 2

[State 4200, GtFNg\]
type = Explod
trigger1 = AnimElem = 2
anim = 777777
ID = 777777
pos = 32,6
postype = P1
pausemovetime = 0
scale = 0.7,0.7
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1, 8

[State 777777]
type = HitDef
attr = S, NA
trigger1 = AnimElem = 2
damage = 111
guardflag =
hitflag = DF
animtype = Hard
pausetime = 15, 20
sparkno = 3
sparkxy = -10,-60
envshake.ampl = 18
envshake.time = 20
envshake.freq = 110
p2stateno = 777777

[State ]
type = SelfState
trigger1 = AnimTime = 0
ctrl = 1
value = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 777777]
type = L
physics = N
movetype = H

[State ]
type = ChangeAnim
triggerall = Anim != 5081
trigger1 = time = 0
value = 5080

[State ]
type = ChangeState
trigger1 = time >= 75
value = 5120

[State ]
type = VelSet
trigger1 = time = [0, 5]
y = 0
x = 0

[State ]
type = PosSet
trigger1 = time = [0, 5]
y = Floor(Pos Y = 0)

;NotHitByŁA肪ē݂ċ^R{ɓ̂h
[State ]
type = NotHitBy
trigger1 = Enemy, StateNo = 121212
value = S, NA
time = 1
;----------------------------------------------
[Statedef 690690]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
anim = 690690
velset = 0,0

[State ]
type = PalFx
trigger1 = time = 4
add = 255, 255, 255
sinadd = -255, -255, -255, 24
time = 9

[State 1930, GtFNg]
type = Explod
trigger1 = Time = 4
anim = 3700
postype = p1
pos = 0,0
ownpal = 1
scale = 1,1
ID = 3700
ontop = 1
sprpriority = 5

[State 1930, GtFNg]
type = Explod
trigger1 = Time = 4
anim = 3710
postype = p1
pos = 0,0
ownpal = 1
scale = 1,1
ID = 3700
ontop = 1
sprpriority = 5

[State 690, ]
type = PlayerPush
trigger1 = (Time = [0,35])
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 690, c]
type = AfterImage
trigger1 = Time = 4
Time = 27
PalContrast = 120,120,120
Trans = Add1
TimeGap  = 4
FrameGap = 1
length = 3

[State 690, ق]
type = MakeDust
triggerall = Time >= 4
trigger1 = time%5 = 0
pos = 0,0
spacing = 1

[State 1000, ʒu]
type = PosSet
trigger1 = 1
y = 0

[State 1000, ړx]
type = VelSet
trigger1 = 1
y = 0

[State 1000, ړx]
type = VelSet
trigger1 = Time = 4
x = 17.3

[State 1000, ړx]
type = VelAdd
triggerall = Vel X >= 1
trigger1 = Time >= 13
x = -0.85

[State 200, 炷]
type = PlaySnd
trigger1 = Time = 3
value = 690690,0

[State 200, 炷]
type = PlaySnd
trigger1 = Time = 4
value = 6,8

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; KO!
[Statedef 10000]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State -2, Envshake]
type = Envshake
trigger1 = time = 1
time = 14
freq = 140
ampl = 7
persistent = 256
ignorehitpause = 1

[State -3, VarSet]
type = parentVarSet
trigger1 = 1
var(38) = 0

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 3
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 2
channel = 7

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 1
channel = 9

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 55
flag = noFG
flag2 = NoBG

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 8910
id = 10500
pos =  160,120-(root,var(6)=2)*60
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 99999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 1.20*ifelse(root,var(6)=2,root,fvar(38),1),1.20*ifelse(root,var(6)=2,root,fvar(38),1)
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 9960
id = 10000
pos =  160,120
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 0.5*0.9,0.5*1.05
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 8900
id = 10000
pos =  160,120-(root,var(6)=2)*60
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 9999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 1.20*ifelse(root,var(6)=2,root,fvar(38),1)*0.9,1.20*ifelse(root,var(6)=2,root,fvar(38),1)*1.05
ignorehitpause = 1
persistent = 0

[State 10000, pause]
type = Pause
trigger1 = Time = 0
time = 40
movetime = 40

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 44
id = 10000

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 55
id = 10500
[Statedef 2147383647]
type = S
movetype = I
physics = S
anim = 2147383647
ctrl = 0

[State ]
type = PowerAdd
trigger1 = time >= 10
trigger1 = Anim != 119955
value = IfElse(time <= 120, (Floor(time/8) - 1), 15)

[State ]
type = ChangeAnim
triggerall = Anim != 119955
trigger1 = command != "hold_b" && command != "hold_y"
trigger2 = Power = PowerMax
value = 119955

[State ]
type = SelfState
trigger1 = Anim = 119955
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 펞ĎXe[giɍs𐧌䂳Ă֌WɎsj
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef -2]
;-------------------------------------------------

[State ]
type = LifeAdd
trigger1 = LifeMax <= 500
trigger2 = Enemy, AuthorName = "Nep Heart"
value = GetHitVar(damage) * 0.5

[State -2, fobO\]
type = DefenceMulSet
triggerall = Life >= 150
trigger1 = MoveType = H
value = 0.9 - (GetHitVar(hitcount) * 0.070) >= 0.1

[State ]
type = AttackMulSet
triggerall = StateNo != 200
triggerall = StateNo != 210
triggerall = StateNo != 221100
triggerall = Enemy, AuthorName != "Nep Heart" ;B)
trigger1 = 1
value = 1.0

[State ]
type = StopSnd
triggerall = StateNo != 221100
trigger1 = 1
channel = 6
ignorehitpause = 1

;TCOVM PALFX
[State -2]
type = PalFX
trigger1 = PalNo = 8
add = 0,30+Ceil(Sin(var(18)/30.0)*50),0
time = -1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2, lIȂ]
type = defencemulset
triggerall = Life <= 150
trigger1 = 1
value = 0.44

[State -2, ]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = movetype = H
trigger1 = Life <= 500
trigger1 = ALIVE
value = 1

[State -2, Xe[gύX]
type = SelfState
triggerall = stateno != 16500
triggerall = stateno != 50
triggerall = stateno != 51
triggerall = movetype = H
triggerall = RoundState = 2
trigger1 = GetHitVar(hitcount) >= 25
trigger2 = GetHitVar(damage) >= 220
trigger2 = Enemy, Name != "" && Enemy, AuthorName != ""
trigger3 = GetHitVar(fall.damage) >= 200
trigger4 = GetHitVar(fallcount) >= 2
value = 16500
ctrl = 1

[State -2, Xe[gύX]
type = SelfState
triggerall = stateno != 16500
triggerall = stateno != 50
triggerall = stateno != 51
triggerall = movetype = H
triggerall = RoundState = 2
triggerall = Enemy, AuthorName = "Nep Heart"
trigger1 = GetHitVar(hitcount) >= 15
value = 15666
ctrl = 1

;[State -2, Xe[gύX]
;type = ChangeState
;triggerall = stateno != 16500
;triggerall = stateno != 50
;triggerall = stateno != 51
;triggerall = power >= 3000
;triggerall = RoundState = 2
;triggerall = Life <= 250
;triggerall = PalNo = 12
;trigger1 = stateno = 5120
;trigger2 = stateno = 5200
;trigger3 = stateno = 5201
;trigger4 = stateno = 5210
;value = 17000
;ctrl = 1

[State -2, G]
type = nothitby
triggerall = PalNo = 12
trigger1 = GetHitVar(hitcount) >= 30
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 0

[State -2, hihCt]
type = lifeadd
triggerall = 1
triggerall = Life >= 1
triggerall = Life <= 100
trigger1 = PalNo = 12
value = 1

[State -2, hihCt]
type = lifeadd
triggerall = Time = 1
triggerall = Life >= 100
trigger1 = PalNo = 12
value = 1

[State -2, hihQ[W]
type = poweradd
triggerall = 1
triggerall = Life <= 300
trigger1 = PalNo = 12
value = 50

[State -2, hihQ[W]
type = poweradd
triggerall = 1
triggerall = Life >= 300
triggerall = Life <= 600
trigger1 = PalNo = 12
value = 5

[State -2, hihQ[W]
type = poweradd
triggerall = 1
triggerall = Life >= 600
trigger1 = PalNo = 12
value = 1

[State -2, hihh̓Abv]
type = defencemulset
triggerall = 1
triggerall = Life >= 500
trigger1 = PalNo = 12
value = 1

[State -2, ]
type = lifeadd
trigger1 = 1
trigger1 = PalNo = 12
trigger1 = GetHitVar(damage) >= 200
value = 0 + (GetHitVar(damage))

[State -2, 炢]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5070
channel = 0
value = 5000, random%5

[State -2, 炢]
type = PlaySnd
trigger1 = time = 1
trigger1 = stateno = 5100
channel = 0
value = 5000, random%5

[State -2, wp[o]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
name = "ba-di-"
stateno = 4008
ID = 4008
pos = -350,-7
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -2, wp[o]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
name = "hanba-gura-"
stateno = 4009
ID = 4009
pos = -300,-7
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -2, wp[o]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
name = "gurimasu"
stateno = 4010
ID = 4010
pos = -250,-7
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -2, 󒆃Wv񐔃Zbg]
type = VarSet
trigger1 = 1
trigger1 = statetype != A
v = 7
value = 0

;------------------------------------------------------------------------------
[State ]
type = DisplayToClipboard
trigger1 = var(59) != 0
text = "AI ON | Life: %d - Combo Damage: %d"
params = Life, (EnemyNear, GetHitVar(Damage))

[State ]
type = DisplayToClipboard
trigger1 = var(59) = 0
text = "AI OFF | Life: %d - Combo Damage: %d"
params = Life, (EnemyNear, GetHitVar(Damage))
;------------------------------------------------------------------------------
;[State ]
;type = VarAdd
;trigger1 = 
;------------------------------------------------------------------------------
[Statedef -3]
;------------------------------------------------------------------------------
[State ]
type = varset
trigger1 = !ishelper
var(18) = var(18) + 1
ignorehitpause = 1
;------------------------------------------------------------------------------

[State -3, 炷]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 0

[state -3,]
type = varset
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate = 2
var(59) = 10

[state -3,]
type = varset
var(57) = 1
trigger1 = roundstate = 2 && ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = root,ctrl || enemy,ctrl

[state -3,]
type = ctrlset
value = 1
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate = 2 && var(57) = 1
trigger1 = stateno = 0 || stateno = 50 || stateno = [10,12]

[state -3,]
type = varset
var(57) = 0
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate != 2

[state -3,]
type = turn
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate = 2 && ctrl && statetype != A && p2dist x < 0

[state -3,]
type = changestate
triggerall = ctrl && statetype != A
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = root,stateno = 181
value = root,stateno

[State -3,]
type = lifeset
triggerall = alive
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = root,alive = 0
value = 0

[state -3,]
type = ctrlset
value = 0
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = stateno = 5050
trigger1 = alive = 0

;---------------------------------------------------------------------------
;AI@??AIQlɂĂ炢܂B
;---------------------------------------------------------------------------
;
[State -3, AItOZbg]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
trigger52 = Command = "AI51"
trigger53 = Command = "AI52"
trigger54 = Command = "AI53"
trigger55 = Command = "AI54"
trigger56 = Command = "AI55"
trigger57 = Command = "AI56"
trigger58 = Command = "AI57"
trigger59 = Command = "AI58"
trigger60 = Command = "AI59"
trigger61 = Command = "AI60"
var(59) = 10;AIx@111ア@11ƒ?B

[State -3];P[vi(󋭁X󋭁XEJCj̃[v)ݒ
Type=varset
Trigger1 = 1
var(58) = 1 ; 1 = gE0 = gȂ



[State -3];ϐݒ
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State -3];ϐݒ
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

;
;12P
;

[State -3,@[K[12P]
Type = ChangeState
Value = 1205
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[200,320]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
triggerall = Life <= 500
trigger1 = PalNo = 12
Trigger1 = Random <= var(59)*30

[State -3,狭X12P]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-40,40]
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10
triggerall = PalNo = 12
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 640

[State -3,12P]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,25]
triggerall = PalNo = 12
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 600

[State -3,璆12P]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,40]
triggerall = PalNo = 12
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 610


;
;\
;Time=1 Random StateNo
;

[State -3, 荞݁iOj]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = [2,3]
triggerall = StateType != A
triggerall = P2BodyDist X >= 150
triggerall = Ctrl
triggerall = Random%95 = [0, 10] 
trigger1 = 1
value = 690690

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;

[State -3,Anbs[Zbg΋]
Type = ChangeState
Value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y=[-120,-70]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),Vel Y=[0,2]
TriggerAll=playerID(var(8)),Vel x=[-2,2]
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType=A
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-11||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,Anbs[Zbg]
Type = ChangeState
Value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=playerID(var(8)),vel X = [-1,2]
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-11||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,hih}WbN]
Type = ChangeState
Value = 3200
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[150,350]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=playerID(var(8)),Vel X = [-0.5,0.5]
TriggerAll=playerID(var(8)),Vel Y = [-0.5,0.5]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),StateType!=C
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=playerID(var(8)),MoveType=A
triggerall = power >= 2000
TriggerAll = playerID(var(8)),NumProj = 0 || playerID(var(8)),NumHelper = 0
TriggerAll=Random<=var(59)*6||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-11||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,ƃ@[K[ꂭ炢]
Type = ChangeState
Value = 3400
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=playerID(var(8)),Vel X = [-1.5,1.5]
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[80,120]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
triggerall = power >= 1000
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||!time && var(59)>9||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,󒆃hiTChJb^[]
Type = ChangeState
Value = 1053
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[-80,50]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,󒆃hiTChJb^[]
Type = ChangeState
Value = 110550
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[-80,50]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,hiTChJb^[]
Type = ChangeState
Value = 1050
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-15,60]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,hiTChJb^[]
Type = ChangeState
Value = 110550
TriggerAll=var(59) != 0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-15,60]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,ło僊Se]
Type = ChangeState
Value = 1800
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[40,80]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=playerID(var(8)),Vel X>=1
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType!=A
triggerall = life >= 500
TriggerAll=playerID(var(8)),life <= 200
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])


[State -3,ło僊Se]
Type = ChangeState
Value = 118800
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[40,80]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=playerID(var(8)),Vel X>=1
TriggerAll=Ctrl||StateNo = 100
triggerall = life >= 500
TriggerAll=playerID(var(8)),life <= 200
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,Wv]
Type     = ChangeState
Value    = 40
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=playerID(var(8)),HitDefAttr=SCA,AT
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),Time>=30||var(59)>10
Trigger1 = playerID(var(8)),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

;
;K[h 
;inguarddist playerID(var(8)),HitDefAttr = SCA,AA;Ō
;

[State -3,K[h]
Type = ChangeState
Value = 120
TriggerAll=var(59) != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=inguarddist
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||playerID(var(8)),Time>50
Trigger2 = Random<=var(59)*150

;
;^bOps
;

[State -3,ǌij]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random - 30 <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 200
trigger1 = playerID(var(8)),MoveType = H
value = 200

[State -3,ǌij]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 400
trigger1 = playerID(var(8)),MoveType = H
value = 400

[State -3,obNA^bNij]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 400

[State -3,obNA^bNi4j]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 1205

[State -3,_bV]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = playerID(var(8)),MoveType = H
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
trigger3 = partner,ALIVE
value = 100

[State -3,~_bV]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,MoveType = H
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 100

[State -3,荞݃Wv]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,160]
triggerall = P2bodydist Y = [-320,-150]
TriggerAll=TeamMode = simul
triggerall = StateNo = 100
trigger1 = partner,ALIVE
value = 40

[State -3,ǌWv]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 40

[State -3,~Wv]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 40

[State -3,~󒆋X]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 640

[State -3,ǌ󒆎ォ璆JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
triggerall = Numpartner
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
triggerall = playerID(var(8)),MoveType = H
triggerall = partner,MoveType = A
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 0
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=610
Value    = 510

[State -3,ǌ󒆎ォ璆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
triggerall = Numpartner
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
triggerall = playerID(var(8)),MoveType = H
triggerall = partner,MoveType = A
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=600
Value    = 610

[State -3,ǌ󒆎]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y = [-100,20]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 600

[State -3,ǌ󒆋X]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 640

[State -3,~iWv]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-300,-120]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
triggerall = var(7) <= 0
trigger1 = partner,MoveType = H
value = 510

[State -3,^bOpˌi}WbNǌj]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = power >= 2000
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 3200

[State -3,^bOpˌi}WbN~oj]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = power >= 2000
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 3200

[State -3,^bOpˌiK[~j]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y = [-320,0]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 1060

[State -3,^bOpˌiK[ǌj]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,320]
triggerall = P2bodydist Y = [-320,-100]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 1060

[State -3,^bOpˌi1~oj]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,250]
triggerall = P2bodydist Y >= -40
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 1200

[State -3,^bOpˌi4j]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,320]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1205

[State -3,^bOpˌi1ǌj]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,250]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1200

;
;
;

[State -3,E]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-50,50]
triggerall = P2bodydist Y >= -60
triggerall = PrevStateNo = 810
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
value = 430

;
;nNU 
;playerID(var(8)),StateType = L playerID(var(8)),AnimTime P2bodyDist Y P2bodyDist X
;

[State -3,]
Type = ChangeState
value = 400
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [5,60]
Trigger1 = playerID(var(8)),StateNo = 5100

[State -3,K[bV]
Type = ChangeState
value = 3050
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
triggerall = power >= 2000
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*50
TriggerAll = Ctrl||StateNo = 100
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll = P2BodyDist X = [80,140]
Trigger1 = playerID(var(8)),StateNo = 5110

[State -3,Ăяo]
Type = ChangeState
value = 1060
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [150,320]
Trigger1 = playerID(var(8)),StateNo = 5120
Trigger1 = playerID(var(8)),AnimTime = -5

[State -3,|eg]
Type = ChangeState
value = 1600
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
triggerall = NumProjID(1600) = 0
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [65,90]
triggerall = NumProjID(1600) = 0
Trigger1 = playerID(var(8)),AnimTime = -10
Trigger1 = playerID(var(8)),StateType = L

[State -3,|ega]
Type = ChangeState
value = 250
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [55,100]
Trigger1 = playerID(var(8)),StateNo = 5120
Trigger1 = playerID(var(8)),AnimTime = -14

[State -3,_bV]
Type = ChangeState
value = 100
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [160,320]
Trigger1 = playerID(var(8)),StateType = L

[State -3,obNXebv]
Type = ChangeState
value = 105
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [0,55]
TriggerAll = BackEdgeBodyDist >= 25
Trigger1 = playerID(var(8)),StateType = L

;
;󒆋NU(\) 
;playerID(var(8)),StateType = L playerID(var(8)),AnimTime P2bodyDist Y P2bodyDist X 
;

[State -3,]
Type = ChangeState
value = 1100
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = playerID(var(8)),StateType=L
TriggerAll = playerID(var(8)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X=[40,80]
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y=[100,150]

[State -3,]
Type = ChangeState
value = 640
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = playerID(var(8)),StateType=L
TriggerAll = playerID(var(8)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X<=90
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y<=40

;
;nډ 
;Prevstateno playerID(var(8)),Movetype = H playerID(var(8)),stateno = [120,159]
;

[State -3,GO ACTIVEijE]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist Y = [-285,-200]
triggerall = P2bodydist X = [160,230]
TriggerAll=playerID(var(8)),Vel Y >= 3
TriggerAll=playerID(var(8)),vel X = [-6,3]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger1 = P2bodydist X = [135,230]
trigger2 = playerID(var(8)),MoveType = H
trigger2 = (playerID(var(8)),StateNo != [120,159])
trigger2 = P2bodydist X = [155,230]
Trigger2 = playerID(var(8)),BackEdgeBodyDist <= 25
trigger3 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,GO ACTIVEijE]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,230]
triggerall = P2bodydist Y = [-180,-60]
TriggerAll=playerID(var(8)),Vel X = [2,4]
TriggerAll=playerID(var(8)),vel Y = [-3,1]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,GO ACTIVEijE]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,220]
triggerall = P2bodydist Y = [-140,-60]
TriggerAll=playerID(var(8)),Vel X = [-3,0]
TriggerAll=playerID(var(8)),Vel Y = [-3,0]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,Ƃ납Anbs[ZbgE]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
Triggerall = Random <= var(59)*100
triggerall = P2bodydist Y = [-180,-170]
TriggerAll=playerID(var(8)),Vel Y >= 5
TriggerAll=playerID(var(8)),GethitVar(fall) = 1
TriggerAll=playerID(var(8)),CanRecover = 0
triggerall = playerID(var(8)),MoveType = H
triggerall = (playerID(var(8)),StateNo != [120,159])
trigger1 = P2bodydist X = [0,50]
trigger1 = Ctrl
trigger1 = StateNo != 100
trigger2 = P2bodydist X = [40,70]
trigger2 = StateNo = 100
value = 3300

[State -3,Anbs[ZbgE]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-130,-50]
TriggerAll=playerID(var(8)),Vel Y = [-2,6]
TriggerAll=playerID(var(8)),GethitVar(fall) = 1
TriggerAll=playerID(var(8)),CanRecover = 0
TriggerAll=playerID(var(8)),GethitVar(hitcount) >= 19
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
value = 3300

[State -3,EX]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = (P2bodydist X = [-35,70]) && Ctrl || (P2bodydist X = [-10,90]) && (StateNo = 100)
triggerall = (P2bodydist Y = [-60,-15]) && Ctrl || (P2bodydist Y = [-80,-40]) && (StateNo = 100)
TriggerAll=playerID(var(8)),Vel Y = [-6,6]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,󒆂ڂꗧX]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-110,-90]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,E]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = (P2bodydist X = [-35,50]) && Ctrl || (P2bodydist X = [-10,90]) && (StateNo = 100)
triggerall = (P2bodydist Y = [-15,30]) && Ctrl || (P2bodydist Y = [-30,-10]) && (StateNo = 100)
TriggerAll=playerID(var(8)),Vel Y = [-6,5]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 410

[State -3,(P[vgp)󒆂ڂꗧ]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) = 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-100,-50]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,󒆂ڂꗧ]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-100,-50]
TriggerAll=playerID(var(8)),BackEdgeBodyDist >= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,Ƃ납E]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-25,65]
triggerall = P2bodydist Y = [-190,-148]
TriggerAll=playerID(var(8)),Vel Y >= 6.5
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,Ƃ납E]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,65]
triggerall = P2bodydist Y = [-140,-80]
TriggerAll=playerID(var(8)),Vel Y >= 5.5
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,ڂ]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*70
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 400

[State -3,ڂ]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = S
Triggerall = !inguarddist
Triggerall = Random - 20 <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -80
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 200

[State -3,ڂ|ega]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [60,90]
triggerall = P2bodydist Y = [20,40]
TriggerAll=playerID(var(8)),Vel Y = [-3,2]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 250

[State -3,ڂK[]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,320]
triggerall = P2bodydist Y = [-280,-200]
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=playerID(var(8)),Vel Y = [-3,-1]
TriggerAll=playerID(var(8)),Vel X = [-1,1]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1060

[State -3,炢Ƀ_bVi󒆁j]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [50,320]
triggerall = P2bodydist Y = [-400,20]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 5
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

[State -3,炢Ƀ_bVi󒆁j]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,320]
triggerall = P2bodydist Y = [-400,-40]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

[State -3,炢Ƀ_bVinj]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -3,X|egaǍ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[-20,60]
TriggerAll=P2BodyDist Y=[5,20]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=240
Value    = 250

[State -3,XǍ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[0,60]
TriggerAll=P2BodyDist Y=[-35,40]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 440

[State -3,X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y=[-45,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Value    = 440

[State -3,JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y=[-160,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 40

[State -3,XJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=Movehit
Trigger1 = StateNo=440
Trigger1=P2BodyDist Y = [-150,-50]
Trigger2 = StateNo=440
Trigger2=AnimElemTime(3) >= 5
Trigger2=P2BodyDist Y = [-50,0]
Value    = 40

[State -3,ォ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Value    = 410

[State -3,ォ痧]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,75]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Value    = 210

[State -3,痧]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 230

[State -3,X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Value    = 440

[State -3,痧X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,42]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1=AnimElemTime(2) >= 3
Value    = 240

[State -3,XJCǍ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 30 || playerID(var(8)),FrontEdgeBodyDist <= 30
TriggerAll=P2BodyDist Y=[-180,0]
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Movehit=1
Trigger1 = StateNo=240
Value    = 40

[State -3,X}WbN]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 2000
TriggerAll=P2BodyDist X=[40,300]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveHit=1
Trigger1 = StateNo=240
Value    = 3200

[State -3,JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[42,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1=AnimElemTime(2) >= 3
Value    = 40

[State -3,ォ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[35,53]
TriggerAll=P2BodyDist Y>=-15
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Value    = 430

[State -3,ォGO]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[53,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Value    = 1000

[State -3,X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-70
TriggerAll=Movehit=1
Trigger1 = StateNo=410
Value    = 440

[State -3,JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=430
Value    = 40

[State -3,E|ega]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveContAct=1
Trigger1 = StateNo=410
Trigger2 = MoveGuarded=1
Trigger2 = StateNo=430
Trigger3 = MoveGuarded=1
Trigger3 = StateNo=240
Trigger4 = MoveGuarded=1
Trigger4 = StateNo=440
Value    = 250

[State -3,痧X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = power >= 2000
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 240

[State -3,hiTCh]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 1050

[State -3,hiTCh]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 110550

[State -3,|eg]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[40,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 1600

[State -3,]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=410
Value    = 430

[State -3,|ega肩}WbN]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = S
TriggerAll=!InGuardDist
triggerall = power >= 2000
TriggerAll=P2BodyDist X=[40,200]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=MoveHit=1
TriggerAll=AnimElemTime(5) >= 0
Trigger1 = StateNo=250
Value    = 3200

[State -3,|ega肩_X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,110]
TriggerAll=P2BodyDist Y>=-40
triggerall = power >= 1000
TriggerAll=Movehit=1
TriggerAll=playerID(var(8)),StateType!=A
Trigger1 = StateNo=250
Value    = 3000

[State -3,|ega肩GO]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,100]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
TriggerAll=playerID(var(8)),StateType!=A
Trigger1 = StateNo=250
Value    = 1000

[State -3,|ega肩|egHĂ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[50,140]
TriggerAll=P2BodyDist Y>=-40
triggerall = NumProjID(1600) = 0
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
TriggerAll=playerID(var(8)),StateType=A
Trigger1 = StateNo=250
Value    = 1600

[State -3,|ega肩ƃ@[K[]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[80,200]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=250
Trigger1=AnimElemTime(5) >= 1
Value    = 1200

[State -3,E|ega肩JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=250
Value    = 40

[State -3,E|ega肩JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=240
Trigger2 = StateNo=250
Trigger2=AnimElemTime(5) >= 1
Value    = 40

[State -3,|egq]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
triggerall = playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=ProjContactTime(1600)= 1 
Trigger1 = ctrl
Value    = 400

;
;󒆖ډ 
;AnimTime=0 Prevstateno playerID(var(8)),Movetype = H playerID(var(8)),stateno = [120,159]
;

[State -3,|eg]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,40]
triggerall = Vel Y >= 1
TriggerAll = playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll = PrevStateNo = 640
triggerall = Ctrl
triggerall = var(7) <= 0
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,|eg]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,40]
triggerall = Vel Y <= 0
triggerall = var(7) <= 0
TriggerAll = playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl
TriggerAll=playerID(var(8)),GethitVar(hitcount) <= 15
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,10]
triggerall = Vel Y <= 0
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 600

[State -3,hiTCh]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-100,-50]
triggerall = Vel Y >= -0.8
triggerall = playerID(var(8)),Vel Y <= 0
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 1053

[State -3,hiTCh]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-100,-50]
triggerall = Vel Y >= -0.8
triggerall = playerID(var(8)),Vel Y <= 0
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 110550

[State -3,狭X]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,80]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y >= -40
triggerall = Vel Y >= 2
TriggerAll = PrevStateNo = 640
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo = [120,159])
Value    = 1110
;
;t
;playerID(var(8)),MoveType=I !playerID(var(8))Ctrl playerID(var(8)),StateType=A
;

[State -3,Anbs[Zbg]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
triggerall = power >= 3000
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,50]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -11
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType != A
Trigger2 = !playerID(var(8)),Ctrl
value = 3300

[State -3,hi}W]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
triggerall = power >= 2000
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,260]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -11
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll = playerID(var(8)),NumProj = 0 || playerID(var(8)),NumHelper = 0
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = S
Trigger2 = !playerID(var(8)),Ctrl
value = 3200

[State -3,GO ACTIVE]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,230]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -11
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = !playerID(var(8)),Ctrl
value = 1020

[State -3,X]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -12
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = A
Trigger2 = !playerID(var(8)),Ctrl
value = 440

[State -3,]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -5
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = A
Trigger2 = !playerID(var(8)),Ctrl
value = 400

;
;󒆌q 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -3,OhiTChǍ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall=playerID(var(8)),GethitVar(hitcount) >= 32
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=630
Value    = 1053

[State -3,OhiTChǍ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall=playerID(var(8)),GethitVar(hitcount) >= 30
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=630
Value    = 110550

[State -3,ォ璆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Value    = 610

[State -3,ォ狭]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-80,10])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=600
Value    = 630

[State -3,ォ狭X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-50,70])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=600
Value    = 640

[State -3,Xƃ@[K[ꂭ炢]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 1000
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,30])
TriggerAll=(P2BodyDist Y=[0,80])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10
TriggerAll=playerID(var(8)),GethitVar(hitcount) >= 19
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 3400

[State -3,JC12P]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 4
TriggerAll=MoveHit=1
triggerall = PalNo = 12
Trigger1 = StateNo=610
Value    = 510

[State -3,JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 0
TriggerAll=MoveHit=1
Trigger1 = StateNo=610
Value    = 510

[State -3,狭]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=610
Value    = 630

[State -3,狭X]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,75])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=630
Value    = 640

[State -3,hiTCh]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,60])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
TriggerAll=Vel Y >= 2
Trigger1 = StateNo=630
Value    = 1053

[State -3,hiTCh]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,60])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
TriggerAll=Vel Y >= 2
Trigger1 = StateNo=630
Value    = 110550

[State -3,XhiTCh]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,40])
TriggerAll=playerID(var(8)),BackEdgeBodyDist >= 20
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 1053

[State -3,XhiTCh]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,40])
TriggerAll=playerID(var(8)),BackEdgeBodyDist >= 20
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 110550

[State -3,hiTChǍ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall = StateNo=630
Trigger1=playerID(var(8)),GethitVar(hitcount) >= 20 || playerID(var(8)),FrontEdgeBodyDist >= 20
trigger2 = P2bodydist Y = [-60,80]
Trigger2=Vel Y <= 1
Value    = 1053

[State -3,hiTChǍ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall = StateNo=630
Trigger1=playerID(var(8)),GethitVar(hitcount) >= 20 || playerID(var(8)),FrontEdgeBodyDist >= 20
trigger2 = P2bodydist Y = [-60,80]
Trigger2=Vel Y <= 1
Value    = 110550

[State -3,X1]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*65)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 3
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[0,150])
TriggerAll=(P2BodyDist Y=[-50,50])
TriggerAll=MoveContAct
Trigger1 = StateNo=640
Value    = 1110

[State -3,Xl]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=Movehit=1
Trigger1 = StateNo=640
Value    = 1100

[State -3,Xl]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*45)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,50])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=640
Value    = 1100

[State -3,XJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*80)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = var(7) <= 0
TriggerAll=(P2BodyDist X=[-5,150])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=640
Value    = 520

;
;Ԃ
;playerID(var(8)),Ctrl playerID(var(8)),MoveType=A P2BodyDist X
;

[State -3,ԂσAnbs[Zbg]
Type = ChangeState
value = 3300
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,Ԃσ_Xɖ]
Type = ChangeState
value = 3000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = Enemy, StateType != L
triggerall = power >= 1000
triggerall = P2BodyDist X = [0, 45]
triggerall = P2BodyDist Y = [-45, 45]
triggerall = Enemy, MoveType != A
TriggerAll=Ctrl
Trigger1 = Random%300 >= 100

[State -3,Ԃσhih}WbN]
Type = ChangeState
value = 3200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
triggerall = power >= 2000
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7


[State -3,Ԃϔƃ@[K[]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,Ԃϔƃ@[K[4]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ԂGOACTIVE]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ԂGOACTIVE]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ԂσSe]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ԂσSe]
Type = ChangeState
value = 118800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ԂσhihK[]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,Ԃσ|eg]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumProjID(1600) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,]
Type = ChangeState
value = 195
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

;
;nړ 
;Ctrl Random P2bodyDist X
;

[State -3,Ⴊ(ްސؑւ˂Ă)]
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,Ⴊ݉(ްސؑւ˂Ă)]
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=2
TriggerAll=StateNo = 11
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,_bV]
Type     = ChangeState
Value    = 100
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType = I
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = Random <= var(59)*20
Trigger1 = P2BodyDist X >= 80

[State -3,ޯï]
Type     = ChangeState
Value    = 105
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType != H
Triggerall = playerID(var(8)),Stateno != [120,159]
Triggerall = Ctrl||StateNo = 100
Triggerall = backedgebodydist > 62
Trigger1 = P2BodyDist X <= 140
trigger1 = Random <= var(59)*3

[State -3,ެ]
Type     = ChangeState
Value    = 40
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType != H
Triggerall = !inguarddist
Triggerall = Ctrl||StateNo = 100
trigger1 = Random <= var(59)*2

;
;n㗧ZU 
;Ctrl Random playerID(var(8)),Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;

[State -3,]
Type = ChangeState
value = 800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=P2BodyDist X=[0,30]
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*85
Trigger2 = (playerID(var(8)),StateNo=[120,159])

[State -3,]
Type = ChangeState
value = 800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = Enemy, StateNo = 150
TriggerAll=P2BodyDist X=[0,30]
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*135

[State -3,]
Type = ChangeState
value = 800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = Enemy, StateNo = 151
TriggerAll=P2BodyDist X=[0,30]
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*135

[State -3,΋|eg]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[180,220]
TriggerAll=P2BodyDist Y>-80
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=playerID(var(8)),vel X = [1,3.5]
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,]
Type = ChangeState
value = 200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [0,72]
TriggerAll=P2BodyDist Y >= -70
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 200
Trigger1 = Random <= var(59)*12

[State -3,]
Type = ChangeState
value = 400
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 400
Trigger1 = Random <= var(59)*12

[State -3,]
Type = ChangeState
value = 410
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[5,50]
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,X]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=playerID(var(8)),Vel X = [0,3]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,΋󗧂X]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[40,70]
TriggerAll=P2BodyDist Y=[-120,-70]
TriggerAll=playerID(var(8)),Vel X = [2,5]
TriggerAll=playerID(var(8)),Vel Y >= 1
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,X]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [20,60]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*15

[State -3,΋󉺋X]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y=[-110,-70]
TriggerAll=playerID(var(8)),Vel X = [0,3]
TriggerAll=playerID(var(8)),Vel Y >= 1
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,]
Type = ChangeState
value = 430
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[55,75]
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*6

[State -3,]
Type = ChangeState
value = 210
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [10,50]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7

[State -3,ƃ@[K[i]Tj]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life >= 700
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,ƃ@[K[4i]Tj]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life >= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,ƃ@[K[]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life <= 700
TriggerAll=playerID(var(8)),vel X <= 4
TriggerAll=playerID(var(8)),vel Y = [0,2]
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,ƃ@[K[4]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life <= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=playerID(var(8)),vel X <= 4
TriggerAll=playerID(var(8)),vel Y = [0,2]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*6
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*6
Trigger2=TeamMode = turns

[State -3,GO ACTIVE iOWvj]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [240,270]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=playerID(var(8)),vel X = [0,3]
TriggerAll=playerID(var(8)),vel Y = [-2,2]
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80


[State -3,GO ACTIVE iWvj]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [180,240]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=playerID(var(8)),vel X = [-2,0]
TriggerAll=playerID(var(8)),vel Y = [-2,2]
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80


[State -3,hihK[]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),Vel X <= 2
TriggerAll=!InGuardDist
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=P2BodyDist X=[220,320]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,Se]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=playerID(var(8)),MoveType != H
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=P2BodyDist X=[60,300]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*5

[State -3,Se]
Type = ChangeState
value = 118800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=playerID(var(8)),MoveType != H
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=P2BodyDist X=[60,300]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*5

[State -3,Se(g)]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=playerID(var(8)),MoveType != H
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[60,300]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*5

[State -3,Se(g)]
Type = ChangeState
value = 118800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=playerID(var(8)),MoveType != H
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[60,300]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*5

[State -3,hihK[(g)]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),Vel X <= 2
TriggerAll=!InGuardDist
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[220,320]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

;
;󒆈ړ 
;Ctrl Random P2bodyDist X
;

;
;󒆗ZU 
;Ctrl Random playerID(var(8)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;

[State -3,󒆓]
Type = ChangeState
value = 850
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
triggerall = p2bodydist X =[0,10]
triggerall = p2bodydist Y =[-30,30]
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*80
Trigger2 = (playerID(var(8)),StateNo=[120,159])

[State -3,󒆋XP]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel X >= 5
TriggerAll=P2BodyDist X=[10,120]
TriggerAll=P2BodyDist Y=[0,50]
TriggerAll=Pos Y <= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,󒆋X]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[-40,90]
TriggerAll=P2BodyDist Y=[-20,50]
TriggerAll=Pos Y <= -30
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,󒆋]
Type = ChangeState
value = 630
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-90,30]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,󒆒]
Type = ChangeState
value = 610
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-50,20]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20

[State -3,󒆎]
Type = ChangeState
value = 600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,70]
TriggerAll=P2BodyDist Y=[-60,10]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*30

[State -3,󒆔ƃ@[K[4]
Type = ChangeState
value = 1100
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),Vel X <= 3
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = BackEdgeBodyDist >= 45
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-30,150]
TriggerAll=playerID(var(8)),Vel X<= 3
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*40

[State -3,󒆔ƃ@[K[]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=P2BodyDist X=[0,130]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*60

[State -3,󒆔ƃ@[K[]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*50

[State -3,󒆔ƃ@[K[4(g)]
Type = ChangeState
value = 1100
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),Vel X <= 3
TriggerAll=!InGuardDist
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
triggerall = BackEdgeBodyDist >= 45
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-30,150]
TriggerAll=playerID(var(8)),Vel X<= 3
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*40

[State -3,󒆔ƃ@[K[(g)]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[0,130]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*60

[State -3,󒆔ƃ@[K[(g)]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*50

[State -3]
type = ChangeState
value = 121212
TriggerAll = var(59) != 0
TriggerAll = RoundState = 2
triggerall = Enemy, StateType = L
triggerall = Ctrl
triggerall = StateType != A
triggerall = P2BodyDist X < 55
triggerall = Enemy, StateNo != 777777
trigger1 = StateNo != 121212

[State -3,hih}WbN]
Type = ChangeState
Value = 3200
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [150,350]
triggerall = P2BodyDist Y >= -30
triggerall = power >= 2000
triggerall = EnemyNear, MoveType = H
TriggerAll = Random%125 >= 25
triggerall = StateNo = 240
triggerall = MoveContact
trigger1 = StateNo != 3200