;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Suika Cns File.
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Data]
Life              = 1000
Power             = 9001000
Attack            = 100
Defence           = 100
Fall.Defence_Up   = 150
LieDown.Time      = 0
AirJuggle         = 15
SparkNo           = -1
Guard.SparkNo     = -1
KO.Echo           = 0
Volume            = 255
IntPersistIndex   = 
FloatPersistIndex = 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Size]
XScale            = 1
YScale            = 1
Ground.Back       = 13
Ground.Front      = 13
Air.Back          = 15
Air.Front         = 15
Height            = 999;90
Attack.Dist       = 160
Proj.Attack.Dist  = 90
Proj.Doscale      = 0
Head.Pos          = 0, -77
Mid.Pos           = 0, -50
ShadowOffset      = 0
Draw.Offset       = 0,0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Velocity]
Walk.Fwd          = 13
Walk.Back         = -13
Run.Fwd           = 14.5, 0
Run.Back          = -14.5, 0
Jump.Neu          = 0,-9
Jump.Back         = -3
Jump.Fwd          = 3.5
Runjump.Back      = -3.5,-9
Runjump.Fwd       = 4,-9
Airjump.Neu       = 0,0
Airjump.Back      = 0
Airjump.Fwd       = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Movement]
Airjump.Num       = 0
Airjump.Height    = 30
Yaccel            = .35
Stand.Friction    = .85
Crouch.Friction   = .82
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪娫愗傟 晧偗
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 170]
Type   = S
Ctrl   = 0
Anim   = 170
VelSet = 0,0

[State 170]
Type     = NotHitBy
Trigger1 = 1
Value    = SCA
Time     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪娫愗傟 寛拝晅偐偢
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 175]
Type   = S
Ctrl   = 0
Anim   = 175
VelSet = 0,0

[State 175]
Type     = NotHitBy
Trigger1 = 1
Value    = SCA
Time     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 彑棙
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 180]
Type   = S
Anim   = 180
VelSet = 0,0

[State 180]
Type     = AssertSpecial
Trigger1 = Time <= 200
Flag     = RoundNotOver
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 庰堸傒僀儞僩儘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 190]
Type   = S
Anim   = 190
Ctrl   = 0
VelSet = 0,0

[State 190]
Type     = ChangeState
Trigger1 = Time = 0 && Random >= 500
Value    = 192

[State 190]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 190]
Type     = AssertSpecial
Trigger1 = Anim = 190 && AnimElem = 17,<= 0
Flag     = NoShadow

[State 190]
Type     = PlaySnd
Trigger1 = Time = 1
Value    = S3,25
Channel  = 15
Volume   = -128

[State 190]
Type     = Helper
Trigger1 = Time = 0
Name     = "Spell"
Stateno  = 193
ID       = 193
Pos      = IfElse(TeamSide = 1, 0, 265),-210
PosType  = Left
OwnPal   = 1
[State 190]
Type     = Helper
Trigger1 = Time = 0
Name     = "Kemuri"
Stateno  = 194
ID       = 194
Pos      = -10,-180
PosType  = P1
OwnPal   = 1

[State 190]
Type     = ChangeAnim
Trigger1 = Anim = 190 && AnimTime = 0
Value    = 0

[State 190]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = Anim = 0 && NumHelper(193) = 0
Value    = 200
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偍梀傃僀儞僩儘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 191]
Type   = S
Anim   = 194
Ctrl   = 0
VelSet = 0,0

[State 191]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 191]
Type     = AssertSpecial
Trigger1 = Anim = 194 && AnimElem = 17,<= 0
Flag     = NoShadow

[State 191]
Type       = ScreenBound
Trigger1   = 1
Value      = 1
MoveCamera = 1,0

[State 191]
Type     = PlaySnd
Trigger1 = Time = 1
Value    = S3,25
Channel  = 15
Volume   = -128
[State 191]
Type     = PlaySnd
Trigger1 = Anim = 194 && Pos Y >= 0 && AnimElem = 20,>= 10
Value    = S2,2
Channel  = -1
Persistent = 0

[State 191]
Type     = Helper
Trigger1 = Time = 0
Name     = "Spell"
Stateno  = 193
ID       = 193
Pos      = IfElse(TeamSide = 1, 0, 265),-210
PosType  = Back
OwnPal   = 1
[State 191]
Type     = Helper
Trigger1 = Time = 0
Name     = "Kemuri"
Stateno  = 194
ID       = 194
Pos      = -10,-180
PosType  = P1
OwnPal   = 1

[State 191]
Type     = PosAdd
Trigger1 = Anim = 194 && AnimElem = 1
Y        = -120

[State 191]
Type     = VelAdd
Trigger1 = Anim = 194 && AnimElem = 2,>= 1
Trigger1 = Pos Y <= -1
Y        = 0.3

[State 191]
Type       = VelSet
TriggerAll = Anim = 194
Trigger1   = Vel Y >= 0.2 && Pos Y >= 0 && AnimElem = 2,>= 1 && AnimElem = 18,<= 999
Trigger2   = Pos Y >= 0 && AnimElem = 20,>= 10
Y          = 0
[State 191]
Type       = PosSet
TriggerAll = Anim = 194
Trigger1   = Vel Y >= 1 && Pos Y >= 0 && AnimElem = 2,>= 1 && AnimElem = 18,<= 999
Trigger2   = Pos Y >= 0 && AnimElem = 20,>= 10
Y          = 0

[State 191]
Type     = ChangeAnim
Trigger1 = Anim = 194
Trigger1 = Pos Y >= 0 && AnimElem = 18,>= 10
Value    = Anim
Elem     = 19
Persistent = 0
[State 191]
Type     = ChangeAnim
Trigger1 = Anim = 194
Trigger1 = Pos Y >= 0 && AnimElem = 20,>= 10
Value    = Anim
Elem     = 21
Persistent = 0

[State 191]
Type     = VelSet
Trigger1 = Anim = 194 && AnimElem = 19
Y        = -3

[State 191]
Type     = Helper
Trigger1 = Anim = 194 && Pos Y >= 0 && AnimElem = 18,>= 10
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-10
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
Persistent = 0

[State 191]
Type     = ChangeAnim
Trigger1 = Anim = 194 && AnimTime = 0
Value    = 0

[State 191]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = Anim = 0 && NumHelper(193) = 0
Value    = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 塲偘僀儞僩儘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 192]
Type   = S
Anim   = 195
Ctrl   = 0
VelSet = 0,0

[State 192]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 192]
Type     = AssertSpecial
Trigger1 = Anim = 195 && AnimElem = 17,<= 0
Flag     = NoShadow

[State 192]
Type     = Helper
Trigger1 = Time = 0
Name     = "Spell"
Stateno  = 193
ID       = 193
Pos      = IfElse(TeamSide = 1, 0, 265),-210
PosType  = Left
OwnPal   = 1

[State 192]
Type     = VarRandom
Trigger1 = 1
V        = 10
Range    = 0,3

[State 192]
Type     = Helper
Trigger1 = Anim = 195 && Time%4 = 0 && AnimElem = 1,<= 180 && Var(10) = 0
Name     = "Suika"
Stateno  = 196
ID       = 196
Pos      = -320+Random%640,-480
PosType  = P1
OwnPal   = 1
[State 192]
Type     = Helper
Trigger1 = Anim = 195 && Time%4 = 0 && AnimElem = 1,<= 180 && Var(10) = 1
Name     = "Suika"
Stateno  = 196
ID       = 196
Pos      = -320,-320+Random%640
PosType  = P1
OwnPal   = 1
[State 192]
Type     = Helper
Trigger1 = Anim = 195 && Time%4 = 0 && AnimElem = 1,<= 180 && Var(10) = 2
Name     = "Suika"
Stateno  = 196
ID       = 196
Pos      = -320+Random%640,480
PosType  = P1
OwnPal   = 1
[State 192]
Type     = Helper
Trigger1 = Anim = 195 && Time%4 = 0 && AnimElem = 1,<= 180 && Var(10) = 3
Name     = "Suika"
Stateno  = 196
ID       = 196
Pos      = 640,-320+Random%640
PosType  = P1
OwnPal   = 1

[State 192]
Type     = ChangeAnim
Trigger1 = Anim = 195 && AnimTime = 0
Value    = 0

[State 192]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = Anim = 0 && NumHelper(193) = 0
Value    = 200
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棫偪  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 200]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 200

[State -2, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "kill"
ID = 201
stateno = 201
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
supermovetime = 1000
pausemove = 1
pausemovetime = 1000
ignorehitpause = 1

[State 200]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S0,1
Channel  = -1

[State 200]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 200]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 200]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.06
IgnoreHitPause = 1
Persistent = 0

[State 200]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 仺  対 (柤徧晄柧)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 205]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 205

[State 205]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,0
Channel  = -1

[State 205]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 205]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 205]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0

[State 205]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦棫偪  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 206]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 250

[State 206]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 206]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -150
[State 206]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 206]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Tama"
Stateno  = 310;208
ID       = 208
Pos      = -100,-300
PosType  = P1
OwnPal   = 1
Size.XScale = 1.5
Size.YScale = 1.5
IgnoreHitPause = 1

[State 206]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦棫偪  仺  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 207]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 250

[State 207]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 207]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -150
[State 207]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 207]
Type     = Helper
Trigger1 = 1
Name     = "Tama"
Stateno  = 310;208
ID       = 209
Pos      = 42,-38
PosType  = P1
OwnPal   = 1
Size.XScale = 4
Size.YScale = 4
IgnoreHitPause = 1

[State 207]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棫偪  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 210]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 210

[State 210]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,1
Channel  = -1

[State 210]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Faia"
Stateno  = 211
ID       = 211
Pos      = 61,-30
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
Persistent = 0

[State 210]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6025
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 210]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 210]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0

[State 210]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 仺  廟 (柤徧晄柧)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 215]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 215

[State 215]
Type     = PlaySnd
Trigger1 = AnimElem = 7,>= 0
Value    = S3,2
Channel  = -1
IgnoreHitPause = 1
Persistent = 0

[State 215]
Type     = VelSet
Trigger1 = AnimElem = 4
X        = 4.5
[State 215]
Type     = VelSet
Trigger1 = AnimElem = 4
Y        = -8.5
[State 215]
Type     = VelAdd
Trigger1 = StateType = A
Y        = 1.0
[State 215]
Type     = VelSet
Trigger1 = AnimElem = 6,>= 0 && Pos Y >= 0
X        = 0
Y        = 0
IgnoreHitPause = 1
[State 215]
Type     = PosSet
Trigger1 = AnimElem = 6,>= 0 && Pos Y >= 0
Y        = 0
IgnoreHitPause = 1

[State 215]
Type     = ChangeAnim
Trigger1 = AnimElem = 6,>= 0 && AnimElem = 6,<= 999 && Pos Y >= 0
Value    = Anim
Elem     = 7
IgnoreHitPause = 1
Persistent = 0

[State 215]
Type      = StateTypeSet
Trigger1  = AnimElem = 4,>= 0 && AnimElem = 7,<= 0
StateType = A
Physics   = N
IgnoreHitPause = 1
[State 215]
Type      = StateTypeSet
Trigger1  = AnimElem = 7,>= 0
StateType = S
Physics   = S
IgnoreHitPause = 1

[State 215]
Type     = Helper
Trigger1 = AnimElem = 7,>= 0
Name     = "Maru"
Stateno  = 401
ID       = 401
Pos      = 0,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
Persistent = 0
[State 215]
Type        = Explod
Trigger1    = AnimElem = 7,>= 0
Anim        = 8002
ID          = 8002
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 1,1
SprPriority = -4
IgnoreHitPause = 1
Persistent = 0
[State 215]
Type        = Explod
Trigger1    = AnimElem = 7,>= 0
Anim        = 8002
ID          = 8002
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Facing      = -1
Scale       = 1,1
SprPriority = -4
IgnoreHitPause = 1
Persistent = 0

[State 215]
Type     = EnvShake
Trigger1 = AnimElem = 7,>= 0
Time     = 25
Freq     = 40
Ampl     = -2
IgnoreHitPause = 1
Persistent = 0

[State 215]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 215]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 215]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.2
IgnoreHitPause = 1
Persistent = 0

[State 215]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦棫偪  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 220]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 220

[State 220]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 220]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -100
[State 220]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 220]
Type     = VarAdd
Trigger1 = Time = 0
V        = 13
Value    = 1

[State 220]
Type     = Helper
Trigger1 = animelem = 5
Name     = "Tama"
Stateno  = 221
ID       = 221
Pos      = 42,-38
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 220]
Type     = Helper
Trigger1 = animelem = 4
Name     = "Tama"
Stateno  = 221
ID       = 221
Pos      = 42,-28
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 220]
Type     = Helper
Trigger1 = animelem = 3
Name     = "Tama"
Stateno  = 221
ID       = 221
Pos      = 42,-18
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 220]
Type     = Helper
Trigger1 = animelem = 2
Name     = "Tama"
Stateno  = 221
ID       = 221
Pos      = 42,-8
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 220]
Type     = Helper
Trigger1 = animelem = 1
Name     = "Tama"
Stateno  = 221
ID       = 221
Pos      = 42,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 220]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棫偪  幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 250]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 250

[State 310, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,6
volume = 255
channel = 3
freqmul = 1.3

[State 250]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 250]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -150
[State 250]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 250]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Hanabi"
Stateno  = 251
ID       = 251
Pos      = 42,-108
PosType  = P1
OwnPal   = 1

[State 250]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棫偪丂仺幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 255]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 250

[State 255]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 255]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -150
[State 255]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 255]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Hanabi"
Stateno  = 251
ID       = 252
Pos      = 42,-38
PosType  = P1
OwnPal   = 1

[State 255]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偟傖偑傒  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 400]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
Anim     = 400

[State 400]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S0,2
Channel  = -1
[State 400]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,2
Channel  = -1

[State 400]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Maru"
Stateno  = 401
ID       = 401
Pos      = 85,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
[State 400]
Type        = Explod
Trigger1    = AnimElem = 5
Anim        = 8002
ID          = 8002
PosType     = P1
Pos         = 85,0
OwnPal      = 1
Scale       = 1,1
SprPriority = -4
IgnoreHitPause = 1

[State 400]
Type     = EnvShake
Trigger1 = AnimElem = 5
Time     = 25
Freq     = 60
Ampl     = -3

[State 0, Projectile]
type = Projectile
trigger1 = 1
projanim = 986
projscale = 1,1
projremovetime = 5
offset = 50,-80
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag =
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 20,20
pausetime = 0,5
sparkno = 0
sparkxy = 40,0
guardsound = 0,0
ground.type = High
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3

[State 400]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 400]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 400]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0

[State 400]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦偟傖偑傒  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 405]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 450

[State 405]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S3,4
Channel  = 1

[State 405]
Type     = VarAdd
Trigger1 = AnimElem = 4
FV       = 4
Value    = -300
[State 405]
Type     = VarSet
Trigger1 = AnimElem = 4
V        = 7
Value    = 70

[State 405]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Blackhall"
Stateno  = 406
ID       = 406
Pos      = 10,-38
PosType  = P1
OwnPal   = 1

[State 405]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偟傖偑傒  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 410]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
Anim     = 410

[State 410]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S0,1
Channel  = -1

[State 410]
Type     = VelSet
Trigger1 = AnimElem = 3
X        = 5
IgnoreHitPause = 1

[State 410]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 410]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 410]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.06
IgnoreHitPause = 1
Persistent = 0

[State 410]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦偟傖偑傒  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 415]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 450

[State 415]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S3,4
Channel  = 1

[State 415]
Type     = VarAdd
Trigger1 = AnimElem = 4
FV       = 4
Value    = -300
[State 415]
Type     = VarSet
Trigger1 = AnimElem = 4
V        = 7
Value    = 70

[State 415]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Blackhall"
Stateno  = 406
ID       = 407
Pos      = 10,-38
PosType  = P1
OwnPal   = 1

[State 415]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偟傖偑傒  幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 450]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 450

[State 450]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S3,4
Channel  = 1

[State 450]
Type     = VarAdd
Trigger1 = AnimElem = 4
FV       = 4
Value    = -150
[State 450]
Type     = VarSet
Trigger1 = AnimElem = 4
V        = 7
Value    = 70

[State 450]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Hanabi"
Stateno  = 251
ID       = 253
Pos      = 10,-38
PosType  = P1
OwnPal   = 1

[State 450]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 500]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 500

[State 500]
Type     = VelSet
Trigger1 = Time = 0
X        = 3.3
[State 500]
Type     = VelMul
Trigger1 = AnimElem = 13,>= 1 && Vel X >= 0.001
X        = 0.85
[State 500]
Type     = VelSet
Trigger1 = Vel X <= 0.85
X        = 0

[State 500]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 500]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 500]
Type     = VarAdd
Trigger1 = AnimElem = 7,<= 0 && MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 500]
Type     = VarAdd
Trigger1 = AnimElem = 7,>= 1 && MoveHit
FV       = 3
Value    = -.2
IgnoreHitPause = 1
Persistent = 0

[State 500]
Type     = VarSet
Trigger1 = Time = 0 || Var(12) >= 9
V        = 12
Value    = 0
IgnoreHitPause = 1
[State 500]
Type     = VarAdd
Trigger1 = MoveContact || Var(12) >= 1 && HitPauseTime = 0
V        = 12
Value    = 1
IgnoreHitPause = 1
[State 500]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 500]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 510]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 510

[State 510]
Type     = NotHitBy
Trigger1 = (Anim = 510) && (Time = [8,43])
Value    = , NP, SP, HP
Time     = 1

[State 510]
Type     = VelSet
Trigger1 = Anim = 510 && AnimElem = 5
Y        = -6.2
[State 510]
Type     = VelAdd
Trigger1 = Anim = 510 && AnimElem = 5
X        = 2
[State 510]
Type     = VelSet
Trigger1 = MoveContact
Trigger2 = PrevStateNo = 3000
X        = -2
Y        = -5
Persistent = 0

[State 510]
Type      = StateTypeSet
Trigger1  = Anim = 510 && AnimElem = 5,>= 0
Trigger2  = Anim != 510
StateType = A
Physics   = A
IgnoreHitPause = 1

[State 510]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 510]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 510]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.25
IgnoreHitPause = 1
Persistent = 0

[State 510]
Type     = ChangeAnim
Trigger1 = MoveContact
Trigger2 = PrevStateNo = 3000
Value    = 511
Persistent = 0
[State 510]
Type     = ChangeAnim
Trigger1 = Anim = 511 && AnimTime = 0
Value    = 46
Persistent = 0

[State 510]
Type     = ChangeState
Trigger1 = Pos Y >= 10
Value    = 52
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  伀対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 520]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 520

[State 520]
Type     = NotHitBy
Trigger1 = Time = [1,30]
Value    = , NP, SP, HP
Time     = 1

[State 520]
Type     = VelMul
Trigger1 = Vel X >= 0.001
X        = 0.9
[State 520]
Type     = VelSet
Trigger1 = Vel X <= 0.9
X        = 0

[State 520]
Type     = PlaySnd
Trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10
Value    = S0,0
Channel  = -1


[State 520]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6015
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 520]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 520]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1

[State 520]
Type     = VarSet
Trigger1 = Time = 0
V        = 12
Value    = 0
IgnoreHitPause = 1
[State 520]
Type     = VarSet
Trigger1 = MoveContact
V        = 12
Value    = 1
IgnoreHitPause = 1
[State 520]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 520]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  伀廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 530]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 530

[State 530]
Type     = NotHitBy
Trigger1 = Time = [1,34]
Value    = , NP, SP, HP
Time     = 1

[State 530]
Type     = VelMul
Trigger1 = Anim = 720 && Vel X >= 0.001
X        = 0.9
[State 530]
Type     = VelSet
Trigger1 = Vel X <= 0.9
X        = 0

[State 530]
Type      = StateTypeSet
Trigger1  = Anim = 510 && AnimElem = 7,>= 0
StateType = C
Physics   = C
IgnoreHitPause = 1



[State 530]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -0)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 530]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -0)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 530]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.07
IgnoreHitPause = 1

[State 530]
Type     = VarSet
Trigger1 = Time = 0
V        = 12
Value    = 0
IgnoreHitPause = 1
[State 530]
Type     = VarSet
Trigger1 = MoveContact
V        = 12
Value    = 1
IgnoreHitPause = 1
[State 530]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 530]
Type     = ChangeAnim
Trigger1 = Anim = 530 && AnimTime = 0
Value    = 720

[State 530]
Type     = ChangeState
Trigger1 = Anim = 720 && AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 600]
Type     = A
MoveType = A
Physics  = A
Ctrl     = 0
Anim     = 600

[State 600]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S0,1
Channel  = -1



[State 600]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 600]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 600]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0

[State 600]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 51
Anim     = 45
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞  伀対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 605]
Type     = A
MoveType = A
Physics  = A
Ctrl     = 0
Anim     = 605

[State 605]
Type     = PlaySnd
Trigger1 = AnimElem = 6
Value    = S3,0
Channel  = -1



[State 605]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 605]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 605]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0

[State 605]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 51
Anim     = 44
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦嬻拞  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 606]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 650

[State 606]
Type     = PlaySnd
Trigger1 = AnimElem = 6, = 2
Value    = S3,4
Channel  = 1

[State 606]
Type     = VelSet
Trigger1 = Vel X >= 1
X        = 1
[State 606]
Type     = VelSet
Trigger1 = Vel X <= -1
X        = -1
[State 606]
Type     = VelSet
Trigger1 = Vel Y >= 1
Y        = 1
[State 606]
Type     = VelSet
Trigger1 = Vel Y <= -1
Y        = -1
[State 606]
Type     = VelSet
Trigger1 = Pos Y >= 5
Y        = 0
[State 606]
Type     = VelSet
Trigger1 = Vel Y = 0
Y        = 0

[State 606]
Type     = VarAdd
Trigger1 = AnimElem = 6, = 2
FV       = 4
Value    = -150
[State 606]
Type     = VarSet
Trigger1 = AnimElem = 6, = 2
V        = 7
Value    = 70

[State 606]
Type     = Helper
Trigger1 = AnimElem = 6, = 2
Name     = "Tama"
Stateno  = 208
ID       = 208
Pos      = 42,-38
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
IgnoreHitPause = 1

[State 606]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 45)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦嬻拞  伀  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 607]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 650

[State 607]
Type     = PlaySnd
Trigger1 = AnimElem = 6, = 2
Value    = S3,4
Channel  = 1

[State 607]
Type     = VelSet
Trigger1 = Vel X >= 1
X        = 1
[State 607]
Type     = VelSet
Trigger1 = Vel X <= -1
X        = -1
[State 607]
Type     = VelSet
Trigger1 = Vel Y >= 1
Y        = 1
[State 607]
Type     = VelSet
Trigger1 = Vel Y <= -1
Y        = -1
[State 607]
Type     = VelSet
Trigger1 = Pos Y >= 5
Y        = 0
[State 607]
Type     = VelSet
Trigger1 = Vel Y = 0
Y        = 0

[State 607]
Type     = VarAdd
Trigger1 = AnimElem = 6, = 2
FV       = 4
Value    = -150
[State 607]
Type     = VarSet
Trigger1 = AnimElem = 6, = 2
V        = 7
Value    = 70

[State 607]
Type     = Helper
Trigger1 = AnimElem = 6, = 2
Name     = "Tama"
Stateno  = 208
ID       = 210
Pos      = 42,-38
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
IgnoreHitPause = 1

[State 607]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 45)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 610]
Type     = A
MoveType = A
Physics  = A
Ctrl     = 0
Anim     = 610

[State 610]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S3,3
Channel  = -1

[State 610]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Maru"
Stateno  = 612
ID       = 612
Pos      = 45,-24
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
[State 610]
Type        = Explod
Trigger1    = AnimElem = 4
Anim        = 611
ID          = 611
PosType     = P1
Pos         = 45,-24
OwnPal      = 1
Scale       = 1,1
SprPriority = 5
IgnoreHitPause = 1

[State 610]
Type     = EnvShake
Trigger1 = AnimElem = 4
Time     = 20
Freq     = 40
Ampl     = -4
IgnoreHitPause = 1



[State 610]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 610]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 610]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0

[State 610]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 51
Anim     = 44
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦嬻拞  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 620]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 620

[State 620]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 620]
Type     = VelSet
Trigger1 = Vel X >= 1
X        = 1
[State 620]
Type     = VelSet
Trigger1 = Vel X <= -1
X        = -1
[State 620]
Type     = VelSet
Trigger1 = Vel Y >= 1
Y        = 1
[State 620]
Type     = VelSet
Trigger1 = Vel Y <= -1
Y        = -1
[State 620]
Type     = VelSet
Trigger1 = Pos Y >= 5
Y        = 0
[State 620]
Type     = VelSet
Trigger1 = Vel Y = 0
Y        = 0

[State 620]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -100
[State 620]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 620]
Type     = VarAdd
Trigger1 = Time = 0
V        = 13
Value    = 1

[State 620]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Tama"
Stateno  = 221
ID       = 621
Pos      = 42,-38
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 620]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 45)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞  幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 650]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 650

[State 650]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 650]
Type     = VelSet
Trigger1 = Vel X >= 1
X        = 1
[State 650]
Type     = VelSet
Trigger1 = Vel X <= -1
X        = -1
[State 650]
Type     = VelSet
Trigger1 = Vel Y >= 1
Y        = 1
[State 650]
Type     = VelSet
Trigger1 = Vel Y <= -1
Y        = -1
[State 650]
Type     = VelSet
Trigger1 = Pos Y >= 5
Y        = 0
[State 650]
Type     = VelSet
Trigger1 = Vel Y = 0
Y        = 0

[State 650]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -150
[State 650]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 650]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Hanabi"
Stateno  = 251
ID       = 251
Pos      = 42,-38
PosType  = P1
OwnPal   = 1

[State 650]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 45)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞丂仺幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 655]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 650

[State 655]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,4
Channel  = 1

[State 655]
Type     = VelSet
Trigger1 = Vel X >= 1
X        = 1
[State 655]
Type     = VelSet
Trigger1 = Vel X <= -1
X        = -1
[State 655]
Type     = VelSet
Trigger1 = Vel Y >= 1
Y        = 1
[State 655]
Type     = VelSet
Trigger1 = Vel Y <= -1
Y        = -1
[State 655]
Type     = VelSet
Trigger1 = Pos Y >= 5
Y        = 0
[State 655]
Type     = VelSet
Trigger1 = Vel Y = 0
Y        = 0

[State 655]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -150
[State 655]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 70

[State 655]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Hanabi"
Stateno  = 251
ID       = 252
Pos      = 42,-38
PosType  = P1
OwnPal   = 1

[State 655]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 45)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僋儔僢僔儏峌寕  対 (柤徧晄柧)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 700]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 700

[State 700]
Type     = VelSet
Trigger1 = Anim = 700 && AnimElem = 6
X        = 6.5
Y        = -3
[State 700]
Type     = VelAdd
Trigger1 = StateType = A
Y        = 0.4
[State 700]
Type     = VelSet
Trigger1 = Anim = 700 && AnimElem = 7,>= 1 && Pos Y >= 0
Y        = 0
[State 700]
Type     = PosSet
Trigger1 = Anim = 700 && AnimElem = 7,>= 1 && Pos Y >= 0
Y        = 0

[State 700]
Type     = ChangeAnim
Trigger1 = Anim = 700 && AnimElem = 7,>= 0 && AnimElem = 7,<= 999 && Pos Y >= 0
Value    = Anim
Elem     = 8
IgnoreHitPause = 1
Persistent = 0
[State 700]
Type     = ChangeAnim
Trigger1 = Anim = 700 && AnimTime = 0
Value    = 720
Elem     = 2
Persistent = 0

[State 700]
Type      = StateTypeSet
Trigger1  = Anim = 700 && AnimElem = 6,>= 0 && AnimElem = 8,<= 0
StateType = A
Physics   = N
IgnoreHitPause = 1
[State 700]
Type      = StateTypeSet
Trigger1  = Anim = 700 && AnimElem = 8,>= 0
StateType = S
Physics   = S
IgnoreHitPause = 1



[State 700]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6025
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 700]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 700]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.25
IgnoreHitPause = 1
Persistent = 0

[State 700]
Type     = ChangeState
Trigger1 = Anim = 720 && AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僋儔僢僔儏峌寕  廟 (柤徧晄柧)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 710]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 710

[State 710]
Type     = VelSet
Trigger1 = Anim = 710 && AnimElem = 5
X        = 6.5
Y        = -3
[State 710]
Type     = VelMul
Trigger1 = Anim = 710 && AnimElem = 7,>= 1 || Anim = 720
X        = 0.90
[State 710]
Type     = VelAdd
Trigger1 = StateType = A
Y        = 0.4
[State 710]
Type     = VelSet
Trigger1 = Anim = 710 && AnimElem = 6,>= 1 && Pos Y >= 0
Y        = 0
[State 710]
Type     = PosSet
Trigger1 = Anim = 710 && AnimElem = 6,>= 1 && Pos Y >= 0
Y        = 0

[State 710]
Type     = ChangeAnim
Trigger1 = Anim = 710 && AnimElem = 6,>= 0 && AnimElem = 6,<= 999 && Pos Y >= 0
Value    = Anim
Elem     = 7
IgnoreHitPause = 1
Persistent = 0
[State 710]
Type     = ChangeAnim
Trigger1 = Anim = 710 && AnimTime = 0
Value    = 720
Persistent = 0

[State 710]
Type     = Null;OffSet
Trigger1 = Anim = 710 && AnimTime = 0 || Anim = 720 && AnimElem = 1,<= 2
X        = 1
Y        = -4

[State 710]
Type      = StateTypeSet
Trigger1  = Anim = 710 && AnimElem = 5,>= 0 && AnimElem = 7,<= 0
StateType = A
Physics   = N
IgnoreHitPause = 1
[State 710]
Type      = StateTypeSet
Trigger1  = Anim = 710 && AnimElem = 7,>= 0
StateType = C
Physics   = N
IgnoreHitPause = 1



[State 710]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6025
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 710]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 710]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.25
IgnoreHitPause = 1
Persistent = 0

[State 710]
Type     = ChangeState
Trigger1 = Anim = 720 && AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 750]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 750

[State 750]
Type     = NotHitBy
Trigger1 = AnimElem = 7,<= 3
Trigger1 = PrevStateNo != [200,3999]
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1
IgnoreHitPause = 1

[State 750]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S2,4
Channel  = -1

[State 750]
Type     = VarAdd
Trigger1 = AnimElem = 7
V        = 8
Value    = -1
IgnoreHitPause = 1

[State 750]
Type     = ChangeAnim
Trigger1 = PrevStateNo != [120,159]
Trigger1 = PrevStateNo != [200,3999]
Value    = 750
Persistent = 0
[State 750]
Type     = ChangeAnim
Trigger1 = PrevStateNo = [200,3999]
Value    = 751
Persistent = 0
[State 750]
Type     = ChangeAnim
Trigger1 = PrevStateNo = [120,159]
Value    = 752
Persistent = 0

[State 750]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Reigeki"
Stateno  = 7001
ID       = 7001
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
[State 750]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Reigeki"
Stateno  = 7010
ID       = 7010
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
Persistent = 0
[State 750]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Reigeki"
Stateno  = 7011
ID       = 7011
Pos      = 0,-50
PosType  = P1
Ownpal   = 1
IgnoreHitPause = 1





[State 750]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 750]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 750]
Type     = VarSet
Trigger1 = MoveHit && FVar(4) >= 0.00001
FV       = 4
Value    = 1000
IgnoreHitPause = 1

[State 750]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo != [120,159])
FV       = 3
Value    = -.2
IgnoreHitPause = 1
Persistent = 0
[State 750]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo = [120,159])
FV       = 3
Value    = -.5
IgnoreHitPause = 1
Persistent = 0

[State 750]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僇乕僪愰尵
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 900]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 900

[State 900]
Type     = NotHitBy
Trigger1 = AnimElem = 4,>= 5 || Anim = 901
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State 900]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S2,7
Channel  = -1

[State 900]
Type     = LifeAdd
Trigger1 = AnimElem = 5
Value    = Floor(FVar(9))

[State 900]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 5
Value    = 1
[State 900]
Type     = VarSet
Trigger1 = AnimElem = 5
FV       = 5
Value    = Power + Power*0.4

[State 900]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Mahoujin"
Stateno  = 7300
ID       = 7300
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999
[State 900]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Catin"
Stateno  = 9100
ID       = 9100
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 900]
Type     = ChangeAnim
Trigger1 = Anim = 900 && Time = 94
Value    = 901

[State 900]
Type     = ChangeState
Trigger1 = Anim = 901 && AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 摿庩 僇乕僪愰尵
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 901]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
VelSet   = 0,0
Anim     = 5110

[State 901]
Type     = ChangeAnim
Trigger1 = Time <= 39
Value    = 5110
[State 901]
Type     = ChangeAnim
Trigger1 = Time = 40
Value    = 5123
[State 901]
Type     = ChangeAnim
Trigger1 = Anim = 5123 && AnimTime = 0
Value    = 900

[State 901]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State 901]
Type     = PlaySnd
Trigger1 = Anim = 900 && AnimElem = 5
Value    = S2,7
Channel  = -1

[State 901]
Type     = LifeSet
Trigger1 = Anim = 900 && AnimElem = 5
Value    = LifeMax

[State 901]
Type     = VarSet
Trigger1 = Anim = 900 && AnimElem = 5
V        = 5
Value    = 1
[State 901]
Type     = VarSet
Trigger1 = Anim = 900 && AnimElem = 5
FV       = 5
Value    = Power + Power*0.4

[State 901]
Type     = VarAdd
Trigger1 = Anim = 900 && AnimElem = 5
V        = 58
Value    = 1

[State 901]
Type     = Helper
Trigger1 = Anim = 900 && AnimElem = 5
Name     = "Catin"
Stateno  = 9100
ID       = 9100
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 901]
Type     = ChangeAnim
Trigger1 = Anim = 900 && Time = 171
Value    = 901

[State 901]
Type     = ChangeState
Trigger1 = Anim = 901 && AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 摿庩 嬻拞嬺傜偄
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 5920]
Type     = A
MoveType = H
Physics  = N
VelSet   = 0,0

[State 5920]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(animtype) != [3,5]
Value    = IfElse((GetHitVar(AirType) = 1),5000,5010) + GetHitVar(AnimType)

[State 5920]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(AnimType) = [3,5]
Value    = 5030

[State 5920]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (GetHitVar(AnimType) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(AnimType)))
Value    = 5047 + GetHitVar(AnimType)

[State 5920]
Type     = ChangeAnim
Trigger1 = Time > 0
Value    = Anim

[State 5920]
Type     = ChangeState
Trigger1 = HitShakeOver
Value    = 5930
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞嬺傜偄 忋徃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 5930]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 5930]
Type     = VelAdd
Trigger1 = 1
Y        = GetHitVar(yaccel)

[State 5930]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 5930]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 5935
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞嬺傜偄 忬懺暘婒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 5935]
Type     = A
MoveType = H
Physics  = N

[State 5935]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Trigger1 = Anim != [5051,5059]
Trigger1 = Anim != 5090
Value    = 5035

[State 5935]
Type     = VelAdd
Trigger1 = 1
Y        = GetHitVar(yaccel)

[State 5935]
Type     = ChangeState
Trigger1 = HitOver
Trigger2 = AnimTime = 0
Trigger3 = Vel Y > 0
Trigger3 = Pos Y >= 10
Trigger4 = Time = 0
Trigger4 = Anim != 5035
Value    = 5950
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 摿庩 嬻拞嬺傜偄棊壓
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 5950]
type    = A
movetype= H
physics = N

[State 5950]
Type     = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = 5035
Trigger2 = Time = 0
Trigger2 = Anim != 5035
Trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
Trigger2 = Anim != 5090
Value    = 5050

[State 5950]
Type     = ChangeAnim
Trigger1 = Anim = [5051,5059]
Trigger1 = Vel Y >= IfElse(Anim = 5050, 1, -2)
Trigger1 = SelfAnimExist(Anim+10)
Value    = Anim+10
Persistent = 0

[State 5950]
Type     = VelAdd
Trigger1 = 1
Y        = GetHitVar(yaccel)

[State 5950]
Type     = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= IfElse((Anim = [5051,5059]) || (Anim = [5061,5069]), 0, 25)
Value    = 5100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬺傜偄揮搢
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 5970]
Type     = A
MoveType = H
Physics  = N
;VelSet   = 0,0

[State 5970]
Type     = VelSet
Trigger1 = Anim != 1000
Trigger1 = Anim != 1010
X        = 0
Y        = 0
Persistent = 0

[State 5970]
Type       = PalFx
TriggerAll = Alive
Trigger1   = Anim = 1000 && AnimElem = 3,>= 1 && AnimElem = 8,<= 1
Trigger2   = Anim = 1010 && AnimElem = 5,>= 1 && AnimElem = 19,<= 1
Time       = 1
Add        = 80,80,80

[State 5970]
Type       = ChangeState
TriggerAll = Alive
TriggerAll = HitShakeOver && Time >= 1
Trigger1   = Anim = 1000 && AnimElem = 3,>= 1 && AnimElem = 8,<= 1
Trigger2   = Anim = 1010 && AnimElem = 5,>= 0 && AnimElem = 19,<= 1
Trigger3   = Anim = [3020,3039]
Value      = Var(56)

[State 5970]
Type       = ChangeAnim
TriggerAll = Alive
Trigger1   = Anim = 1000 && AnimElem = 3,>= 1 && AnimElem = 8,<= 1
Trigger2   = Anim = 1010 && AnimElem = 5,>= 0 && AnimElem = 19,<= 1
Value      = Anim
Elem       = Var(57)

[State 5970]
Type     = ChangeAnim 
Trigger1 = !Alive
Trigger2 = (Anim != [1000,1010])
Trigger3 = (Anim = 1000 && AnimElem = 3,<= 0 || Anim = 1000 && AnimElem = 8,>= 1)
Trigger4 = (Anim = 1010 && AnimElem = 5,<= 0 || Anim = 1010 && AnimElem = 20,>= 0)
Value    = 5070

[State 5970]
Type     = ChangeState
Trigger1 = HitShakeOver && Time >= 1
Value    = 5971
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬺傜偄揮搢 嬻拞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 5971]
type    = A
movetype= H
physics = N

[State 5971]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5971]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5971]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5100;5110
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 悂偭旘傃憡庤
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10000]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10000]
Type       = ScreenBound
Trigger1   = 1
Value      = 1
MoveCamera = 1,0

[State 10000]
Type     = VelSet
Trigger1 = 1
X        = -1.8
Y        = -26
Persistent = 0
[State 10000]
Type     = VelAdd
Trigger1 = Pos Y <= -15
Y        = 0.44

[State 10000]
Type     = ChangeAnim2
Trigger1 = 1
Value    = 10000

[State 10000]
Type     = AngleAdd
Trigger1 = Pos Y <= -13
Value    = -45

[State 10000]
Type     = AngleSet
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Value    = 0

[State 10000]
Type     = AngleDraw
Trigger1 = 1

[State 10000]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5200
[State 10000]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5210

[State 10000]
Type     = SelfState
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Value    = 5100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Smash attack憡庤
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10001]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10001,~僸僢僩僗僩僢僾~]
Type     = VelSet
Trigger1 = !HitShakeOver
X        = 0
Y        = 0
[State 10001,~嬺傜偄懍搙~]
Type     = HitVelSet
Trigger1 = HitShakeOver
X        = 1
Y        = 1
Persistent = 0
[State 10001,~廳椡~]
Type     = VelAdd
Trigger1 = HitShakeOver
Y        = 0.44

[State 10001,~僸僢僩僗僩僢僾~]
Type     = ChangeAnim
Trigger1 = Time >= 0 && !HitShakeOver
Value    = Anim
Elem     = AnimElemNo(0)
[State 10001,~嬻拞嬄偗斀傝~]
Type     = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = SelfAnimExist(5030)
Value    = 5030
[State 10001,~嬻拞悇堏~]
Type     = ChangeAnim
Trigger1 = Anim = 5030 && Vel Y <= -1
Trigger1 = SelfAnimExist(5035)
Value    = 5035
Persistent = 0
[State 10001,~棊壓~]
Type     = ChangeAnim
Trigger1 = SelfAnimExist(5035) && Anim = 5035 && AnimTime = 0
Trigger2 = Anim = 5030 && AnimTime = 0
Trigger2 = SelfAnimExist(5050) && !SelfAnimExist(5035)
Value    = 5050
Persistent = 0

[State 10001,~妏搙~]
Type     = AngleSet
Trigger1 = 1
Value    = 0

[State 10001,~妏搙桳岠~]
Type     = AngleDraw
Trigger1 = 1

[State 10001,~抧忋暅婣~]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5200
[State 10001,~嬻拞暅婣~]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5210

[State 10001,~暻斀幩~]
Type     = ChangeState
Trigger1 = HitShakeOver && BackEdgeBodyDist <= 12
Value    = 10002
[State 10001,~抧柺僶僂儞僪~]
Type     = SelfState
Trigger1 = HitShakeOver && Vel Y >= 0 && Pos Y >= -10
Value    = 5100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Smash attack憡庤  偖傞偖傞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10002]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10002]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0
[State 10002]
Type = VelSet
Trigger1 = Time = 2
X = 3
Y = -12
[State 10002]
Type = Gravity
Trigger1 = Time >= 2 && Pos Y <= -15

[State 10002]
Type = ChangeAnim
Trigger1 = Time <= 2
Value = 5010
[State 10002]
Type = ChangeAnim2
Trigger1 = Time >= 3
Value = 10000

[State 10002]
Type     = AngleAdd
Trigger1 = Anim = 10000 && Pos Y <= -13
Value    = -27

[State 10002]
Type     = AngleSet
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Trigger2 = Time >= 10
Trigger2 = Vel Y > 0
Trigger2 = Pos Y >= -20
Trigger2 = Alive
Trigger2 = CanRecover
Trigger2 = Command = "recovery"
Trigger3 = Time >= 10
Trigger3 = Vel Y > -1
Trigger3 = Alive
Trigger3 = CanRecover
Trigger3 = Command = "recovery"
Value    = 0

[State 10002]
Type     = AngleDraw
Trigger1 = 1

[State 10002]
Type = SelfState
TriggerAll = Time >= 10
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200
[State 10002]
Type = SelfState
TriggerAll = Time >= 10
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

[State 10002]
Type = SelfState
Trigger1 = Vel Y > 0 && Pos Y >= 0
Value = 5100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 抧柺扏偒偮偗憡庤侾
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10003]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10003]
Type     = VelSet
Trigger1 = !HitShakeOver
X        = 0
Y        = 0
[State 10003]
Type = VelSet
Trigger1 = HitShakeOver
X        = -4.2
Y        = 7
Persistent = 0

[State 10003]
Type     = Gravity
Trigger1 = HitShakeOver

[State 10003]
Type     = ChangeAnim
Trigger1 = Time >= 0 && !HitShakeOver
Value    = Anim
Elem     = AnimElemNo(0)
[State 10003]
Type     = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = SelfAnimExist(5030)
Value    = 5030
[State 10003]
Type     = ChangeAnim
Trigger1 = Vel X <= -2
Trigger1 = SelfAnimExist(5035)
Value    = 5035
Persistent = 0
[State 10003]
Type     = ChangeAnim
Trigger1 = SelfAnimExist(5035) && Anim = 5035 && Vel X <= -3 && AnimElem = 1,>=3
Trigger2 = Vel X <= -3 && Anim = 5030
Trigger2 = SelfAnimExist(5050) && !SelfAnimExist(5035)
Value    = 5050
Persistent = 0

[State 10003]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5200
[State 10003]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5210

[State 10003]
Type     = ChangeState
Trigger1 = Pos Y >= 9
Value    = 10004
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 抧柺扏偒偮偗憡庤俀
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10004]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10004]
type = PlaySnd
trigger1 = Time = 0
value = F7

[State 10004]
Type     = VelSet
Trigger1 = Time <= 3
X        = 0
Y        = 0
[State 10004]
Type     = VelSet
Trigger1 = Time >= 4
X        = -4.2
Y        = -9.8
Persistent = 0

[State 10004]
Type     = Gravity
Trigger1 = Time >= 4

[State 10004]
Type     = ChangeAnim
Trigger1 = Time <= 3 && SelfAnimExist(5100)
Value    = 5100
[State 10004]
Type     = ChangeAnim
Trigger1 = Time <= 3 && !SelfAnimExist(5100)
Value    = 5170
[State 10004]
Type     = ChangeAnim
Trigger1 = Time >= 4
Trigger1 = SelfAnimExist(5035)
Value    = 5035
Persistent = 0
[State 10004]
Type     = ChangeAnim
Trigger1 = Time >= 4
Trigger1 = !SelfAnimExist(5035)
Value    = 5030
Persistent = 0
[State 10004]
Type     = ChangeAnim
Trigger1 = SelfAnimExist(5035) && Anim = 5035 && AnimTime = 0
Trigger2 = Vel Y >= 0 && Anim = 5030
Trigger2 = SelfAnimExist(5050) && !SelfAnimExist(5035)
Value    = 5050
Persistent = 0

[State 10004]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5200
[State 10004]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5210

[State 10004]
Type     = SelfState
Trigger1 = Time >= 1 && Vel Y >= 0.1 && Pos Y >= 15
Value    = 5100
;---------------------------------------------------------------------------
;Rudolph
[Statedef 310]
type = S
ctrl = 0
anim = 16
velset = 0,10
movetype = I
sprpriority = 10

[State 310, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,9
volume = 255
channel = 3
freqmul = 1.5

[State 310, PosSet]
type = PosSet
trigger1 = 1
x = -(root,facing*130)

[State 310, VelSet]
type = VelSet
trigger1 = pos Y >=0
x = 0
y = 0

[State 310, PosSet]
type = PosSet
trigger1 = pos Y>0
y = 0

[State 310, Helper]
type = Helper
trigger1 = time = 130
trigger1 = !numhelper(312)
helpertype = normal
name = "Proton Cannon"
ID = 312
stateno = 312
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 310, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = nomusic
flag3 = timerfreeze

[State 310, AssertSpecial]
type = AssertSpecial
trigger1 = time = [130,530]
flag = globalnoshadow

[State 310, PlaySnd]
type = PlaySnd
trigger1 = time = 125
value = S0,11
volume = 255

[State 310, ChangeState]
type = ChangeState
trigger1 = time = 550
value = 311
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;Rudolph go up
[Statedef 311]
type = S
ctrl = 0
anim = 16
velset = 0,-20
movetype = I
sprpriority = 10

[State 311, PosSet]
type = PosSet
trigger1 = 1
x = -(root,facing*130)

[State 311, DestroySelf]
type = DestroySelf
trigger1 = time = 50
;---------------------------------------------------------------------------
;PROTON CANNON
[Statedef 312]
type = S
ctrl = 0
anim = 17
movetype = A
physics = S
sprpriority = 11

[State 312, AllPalFX]
type = AllPalFX
trigger1 = timemod = 5,0
time = 2
add = 255,255,255
invertall = 1
color = 256
ignorehitpause = 1

[State 312, PosSet]
type = PosSet
trigger1 = 1
x = -(root,facing*70)
y = -80

[State 0, Projectile]
type = Projectile
trigger1 = 1
projanim = 986
projscale = 1,1
projremovetime = 5
offset = 50,-80
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag =
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 20,20
pausetime = 0,5
sparkno = 0
sparkxy = 40,0
guardsound = 0,0
ground.type = High
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3

[State 312, DestroySelf]
type = DestroySelf
trigger1 = time = 401
;---------------------------------------------------------------------------
; instant death
[Statedef 201]
type = S
ctrl = 0
anim = 986
velset = 0,0
movetype = A
physics = S
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = enemynear,name!="Suika_Ibuki"
flag = noko
flag2 = noko
flag3 = noko
ignorehitpause = 1
persistent = 1

[State 201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,1
channel = 6
freqmul = 1.5
volume = 255

[State 201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,10
channel = 7
freqmul = 1.5
volume = 255

[State 201, EnvColor]
type = envcolor
trigger1 = 1
time=1
value=0,0,0

[State 501]
type = Explod
trigger1 = timemod = 2,0
anim = F2
pos=160,120
postype = back
random = 200,160
scale = 2,2
ownpal = 1
ontop = 1

[State 201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokoslow
flag3 = roundnotover

[State 201, DestroySelf]
type = DestroySelf
trigger1 = time>=300
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
trigger1 = 1
projanim = 986
projscale = 1,1
projremovetime = 5
offset = 50,-80
postype = p1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag =
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 20,20
pausetime = 0,5
sparkno = 0
sparkxy = 40,0
guardsound = 0,0
ground.type = High
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
kill = 1
guard.kill = 1
absolute = 1
numhits = random%1000
p2stateno = 8901236

[State 8901235, ReversalDef]
type = ReversalDef
trigger1 = ishelper
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
p2stateno = 8901236
pausetime=0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
; Squash move
[Statedef 230]
type = S
ctrl = 0
anim = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 230, Helper]
type = Helper
trigger1 = time = 36
helpertype = normal
name = "splatzor"
ID = 231
stateno = 231
pos = 0,0
sprpriority = 4
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
supermovetime = 1000
pausemove = 1
pausemovetime = 1000
ignorehitpause = 1

[State 230, PalFX]
type = PalFX
trigger1 = timemod = 10,0
trigger1 = time<20
time = 10
sinadd = 204,204,204,20

[State 230, NotHitBy]
type = NotHitBy
trigger1 = time>25
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = ALLPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
ignorehitpause = 1
persistent = 1

[State 230, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 2.0,2.0
ignorehitpause = 1

[State 230, AngleSet]
type = AngleSet
trigger1 = time = 60
value = 0
ignorehitpause = 1

[State 230, AngleSet]
type = AngleSet
trigger1 = time = 30
trigger2 = time = 58
value = -22.5
ignorehitpause = 1

[State 230, AngleSet]
type = AngleSet
trigger1 = time = 33
trigger2 = time = 55
value = -45
ignorehitpause = 1

[State 230, AngleSet]
type = AngleSet
trigger1 = time = 35
value = -90
ignorehitpause = 1

[State 230, ChangeState]
type = ChangeState
trigger1 = time = 61
value = 0
ctrl = 1
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1
;---------------------------------------------------------------------------
;the big splatz
[Statedef 231]
type = S
ctrl = 0
anim = 986
movetype = A
physics = S
sprpriority = 2

[State 0, Projectile]
type = Projectile
trigger1 = 1
projanim = 986
projscale = 1,1
projremovetime = 5
offset = 50,-80
postype = p1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag =
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 9001,9001
pausetime = 0,5
sparkno = 0
sparkxy = 40,0
guardsound = 0,0
ground.type = High
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
p2stateno = 5150
p2getp1state=0
numhits = 999

[State 231, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 60
freq = 100
ampl = -10
phase = 40

[State 231, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 231, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 231, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 231, AssertSpecial]
type = AssertSpecial
trigger1 = root,var(3)>0
flag = unguardable

[State 231, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 231, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S0,3
volume = 255
channel = -1

[State 231, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,4
volume = 255
channel = -1

[State 243, Explod]
type = Explod
trigger1 = movehit
anim = 14
pos = 90,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
removetime = -1
scale = 1,1
sprpriority = -10
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 2,2
facing = 1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 2,2
facing = -1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 1,2.5
facing = 1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 1,2.5
facing = -1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 3,3
facing = 1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 3,3
facing = -1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 3,4.5
facing = 1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 3,4.5
facing = -1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 8,5
facing = 1
ownpal = 1
ontop=1

[State 902]
type = Explod
trigger1 = movehit
anim = F11
pos=90,0
scale = 8,5
facing = -1
ownpal = 1
ontop=1

[State 231, DestroySelf]
type = DestroySelf
trigger1 = time = 2

[Statedef 8901236]
statetype=U
physics=N
movetype=U
ctrl = 0
anim = 9999
hitdefpersist=(name="Suika_Ibuki")

[State 1000044]
type = Projectile
triggerall = name!="Suika_Ibuki"
trigger1 = ishelper
projanim = anim
projremove = 1
projremovetime = 1
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno

[State 1000044]
type = changeanim2
triggerall = name!="Suika_Ibuki"
trigger1 = life > 1;ishelper
trigger1 = life > 1;time > 0
value = 9999

[State 1000044]
type = changeanim
triggerall = name!="Suika_Ibuki"
trigger1 = life <= 1;ishelper
trigger1 = life <= 1;time > 0
elem = 1
value = 9999

[State 1000044]
type = changeanim2
triggerall = name!="Suika_Ibuki"
trigger1 = !ishelper
trigger1 = time > 0
value = 9999

[State 1000044, LifeSet]
type = LifeSet
triggerall = name!="Suika_Ibuki"
trigger1 = !ishelper;!((const(data.defence)+const(data.attack) = 111) && const(data.intpersistindex) = 10)
value = 0

[State 0, LifeAdd]
type = LifeAdd
triggerall = name!="Suika_Ibuki"
trigger1 = !ishelper
value = -99999999999999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = !ishelper
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1
persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
triggerall = name!="Suika_Ibuki"
trigger1 = !ishelper
time = 9999999999999999999999999
add = 256,-100,-100
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 0, HitAdd]
type = HitAdd
triggerall = name!="Suika_Ibuki"
trigger1 = !ishelper
value = 25
ignorehitpause = 1
persistent = 1

[state 1000043]
type = hitdef
triggerall = name != "Suika_Ibuki"
trigger1 = !ishelper
attr = C,NP
hitflag =
pausetime = 0,0
damage = 0,0
sparkno = -1
givepower = 0,0
getpower = 0,0
affectteam = E
ignorehitpause = 1

; OBLITERATED2!!!
; From TROY's Death Star (Permission From TROY)
[Statedef 1000043]
type = S
physics = S

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
triggerall = name!="Suika_Ibuki"
trigger1 = !ishelper
time = 9999999999999999999999999
add = -100,256,-100
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1

[State 0, ChangeState]
type = selfstate
trigger1 = time > 0
value = 5150
ctrl = 0
anim = 5150
ignorehitpause = 1
persistent = 1
