;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 Helper 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
; 僀儞僩儘 No.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
[Statedef 193]
Physics  = N
Anim     = 9999

[State 193,~僉儏僢~]
Type       = PlaySnd
TriggerAll = FVar(2) = 0.5
Trigger1   = Root,Command = "up"
Trigger2   = Root,Command = "down"
Value      = S2,5
Channel    = 0

[State 193,~儉僀僢~]
Type     = PlaySnd
Trigger1 = Var(1) = 1 || Var(2) = 1
Value    = S2,6
Channel  = 0

[State 193,~堧晞忋堏摦~]
Type     = VarSet
Trigger1 = Time = 0
V        = 50
Value    = IfElse(Root,TeamSide = 1, 30, -30)

[State 193,~暥帤 Ver.1~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(194) = 0
Trigger1    = Root,Var(50) = 2 && Root,Command = "up"
Trigger2    = Root,Var(50) = 1
Trans       = None
Anim        = 184
ID          = 194
PosType     = Left
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.2~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(195) = 0
Trigger1    = Root,Var(50) = 1 && Root,Command = "down"
Trigger2    = Root,Var(50) = 3 && Root,Command = "up"
Trigger3    = Root,Var(50) = 2
Trans       = None
Anim        = 185
ID          = 195
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.3~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(196) = 0
Trigger1    = Root,Var(50) = 2 && Root,Command = "down"
Trigger2    = Root,Var(50) = 3
Trans       = None
Anim        = 186
ID          = 196
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5

[State 193,~暥帤 Ver.4~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(197) = 0
Trigger1    = Root,Var(51) = 2 && Root,Command = "up"
Trigger2    = Root,Var(51) = 1
Trans       = None
Anim        = 187
ID          = 197
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.5~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(198) = 0
Trigger1    = Root,Var(51) = 1 && Root,Command = "down"
Trigger2    = Root,Var(51) = 3 && Root,Command = "up"
Trigger3    = Root,Var(51) = 2
Trans       = None
Anim        = 188
ID          = 198
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.6~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(199) = 0
Trigger1    = Root,Var(51) = 2 && Root,Command = "down"
Trigger2    = Root,Var(51) = 3
Trans       = None
Anim        = 189
ID          = 199
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5

[State 193,~堧晞忋堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(1) = 0 && StateTime <= 179
Trigger1   = Root,Var(50) = 2 && Root,Command = "up"
Trigger2   = Root,Var(50) = 3 && Root,Command = "up"
V          = 50
Value      = -1
[State 193,~堧晞壓堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(1) = 0 && StateTime <= 179
Trigger1   = Root,Var(50) = 1 && Root,Command = "down"
Trigger2   = Root,Var(50) = 2 && Root,Command = "down"
V          = 50
Value      = 1

[State 193,~堦斣忋傊~]
Type     = ParentVarSet
Trigger1 = Var(2) = -1
V        = 51
Value    = 1

[State 193,~擉晞忋堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(2) = 0
Trigger1   = Root,Var(51) = 2 && Root,Command = "up"
Trigger2   = Root,Var(51) = 3 && Root,Command = "up"
V          = 51
Value      = -1
[State 193,~擉晞壓堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(2) = 0
Trigger1   = Root,Var(51) = 1 && Root,Command = "down"
Trigger2   = Root,Var(51) = 2 && Root,Command = "down"
V          = 51
Value      = 1

[State 193,~偲傝偁偊偢楇偵~]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = 0
[State 193,~擉晞慖戰傊曄峏~]
Type     = VarAdd
Trigger1 = Var(1) >= 1
Trigger2 = Var(2) = -1 && Time <= 179 && Root,Command = "start"
V        = 1
Value    = 1

[State 193,~擉晞慖戰偝傟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Time = 0
V        = 2
Value    = -1
[State 193,~擉晞偵~]
Type     = VarSet
Trigger1 = Var(1) = 0 && Var(2) = -1 && Time = 210 || Var(1) = 40
V        = 2
Value    = 0
[State 193,~廔椆~]
Type     = VarAdd
Trigger1 = Var(2) >= 1
Trigger2 = Var(2) = 0 && Root,Command = "start"
V        = 2
Value    = 1

[State 193,~堧晞慖戰偝傟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Var(1) = 0 && Time = 220 || Var(2) = 0 && Var(1) >= 41 || Var(2) = 0 && Time <= 50 
V        = 1
Value    = -1

[State 193,~側傫偩偭偗?~]
Type     = VarAdd
Trigger1 = Var(2) = 0
V        = 3
Value    = 1

[State 193,~僇乕僪昗弨僒僀僘~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 1
Value    = 0.25
[State 193,~僇乕僪墶弅彫~]
Type     = VarAdd
Trigger1 = (Var(1) = [1,10]) || (Var(1) = 0) && (Time = [180,189])
Trigger2 = (Var(1) = [21,30]) || (Var(1) = 0) && (Time = [200,209])
Trigger3 = (Var(2) = [1,10]) || (Var(2) = 0) && (Time = [380,389])
Trigger4 = (Var(2) = [21,30]) || (Var(2) = 0) && (Time = [400,409])
FV       = 1
Value    = -0.025
[State 193,~僇乕僪墶怢傃~]
Type     = VarAdd
Trigger1 = (Var(1) = [11,20]) || (Var(1) = 0) && (Time = [190,199])
Trigger2 = (Var(1) = [31,40]) || (Var(1) = 0) && (Time = [210,219])
Trigger3 = (Var(2) = [11,20]) || (Var(2) = 0) && (Time = [390,399])
FV       = 1
Value    = 0.025

[State 193,~堧晞僇乕僪~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 191
Scale    = FVar(1),0.25
[State 193,~擉晞僇乕僪~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 192
Scale    = FVar(1),0.25
[State 193,~僇乕僪棤~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 193
Scale    = FVar(1),0.25

[State 193,~杮懱晛捠僒僀僘~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 2
Value    = 0.5

[State 193,~杮懱墶弅彫~]
Type     = VarAdd
Trigger1 = (Var(1) = [1,10]) || (Var(1) = 0) && (Time = [180,189])
Trigger2 = (Var(2) = [1,10]) || (Var(2) = 0) && (Time = [380,389])
FV       = 2
Value    = -0.05
[State 193,~杮懱墶怢傃~]
Type     = VarAdd
Trigger1 = (Var(1) = [31,40]) || (Var(1) = 0) && (Time = [210,219])
FV       = 2
Value    = 0.05

[State 193,~廲昗弨~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 3
Value    = 0.5
[State 193,~廲弅彫~]
Type     = VarSet
Trigger1 = (Var(2) = [21,30]) || (Var(2) = 0) && (Time = [400,409])
FV       = 3
Value    = -0.05

[State 193,~杮懱僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(2),FVar(3)

[State 193,~慖戰暥帤僒僀僘曄峏 Ver.1~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 194
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.2~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 195
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.3~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 196
Scale    = FVar(2),FVar(3)

[State 193,~慖戰暥帤僒僀僘曄峏 Ver.4~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 197
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.5~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 198
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.6~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 199
Scale    = FVar(2),FVar(3)

[State 193,~暥帤僒僀僘曄峏 Ver.1~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 184
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.2~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 185
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.3~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 186
Scale    = FVar(2),FVar(3)

[State 193,~暥帤僒僀僘曄峏 Ver.4~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 187
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.5~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 188
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.6~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 189
Scale    = FVar(2),FVar(3)

[State 193,~堧晞僇乕僪~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 191
ID          = 191
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = 0.25,0.25
SprPriority = 3
[State 193,~擉晞僇乕僪~]
Type        = Explod
Trigger1    = (Var(1) >= 30) || (Var(1) = 0) && Time >= 210
Trigger1    = NumExplod(192) = 0
Anim        = 192
ID          = 192
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = FVar(1),0.25
SprPriority = 3
[State 193,~僇乕僪棤~]
Type        = Explod
Trigger1    = (Var(1) = [10,29]) || (Var(2) = 10) || (Var(1) = 0) && (Time >= 190)
Trigger1    = NumExplod(193) = 0
Anim        = 193
ID          = 193
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = FVar(1),0.25
SprPriority = 3

[State 193,~暥帤 Ver.1~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(50) != 1
Trigger1    = NumExplod(184) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 184
ID          = 184
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 193,~暥帤 Ver.2~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(50) != 2
Trigger1    = NumExplod(185) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 185
ID          = 185
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 193,~暥帤 Ver.3~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(50) != 3
Trigger1    = NumExplod(186) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 186
ID          = 186
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4

[State 193,~暥帤 Ver.4~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(51) != 1
Trigger1    = NumExplod(187) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 187
ID          = 187
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4
[State 193,~暥帤 Ver.5~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(51) != 2
Trigger1    = NumExplod(188) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 188
ID          = 188
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4
[State 193,~暥帤 Ver.6~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(51) != 3
Trigger1    = NumExplod(189) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 189
ID          = 189
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4

[State 193,~堧晞僇乕僪徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 190 || Var(1) = 10
Trigger2 = Root,StateNo != [190,194]
ID       = 191
[State 193,~擉晞僇乕僪徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 390 || Var(2) >= 10
Trigger2 = Root,StateNo != [190,194]
ID       = 192

[State 193,~僇乕僪棤徚偟~]
Type     = RemoveExplod
Trigger1 = Time >= 210 && Time <= 389 || Var(1) >= 30 || Var(2) = 30
Trigger2 = Root,StateNo != [190,194]
ID       = 193

[State 193,~慖戰暥帤徚偟 Ver.1~]
Type     = RemoveExplod
Trigger1 = Root,Var(50) != 1
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 194
[State 193,~慖戰暥帤徚偟 Ver.2~]
Type     = RemoveExplod
Trigger1 = Root,Var(50) != 2
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 195
[State 193,~慖戰暥帤徚偟 Ver.3~]
Type     = RemoveExplod
Trigger1 = Root,Var(50) != 3
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 196

[State 193,~慖戰暥帤徚偟 Ver.4~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 1
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 197
[State 193,~慖戰暥帤徚偟 Ver.5~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 2
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 198
[State 193,~慖戰暥帤徚偟 Ver.6~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 3
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 199

[State 193,~暥帤徚偟 Ver.1~]
Type     = RemoveExplod
Trigger1 = Root,Var(50) = 1
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 184
[State 193,~暥帤徚偟 Ver.2~]
Type     = RemoveExplod
Trigger1 = Root,Var(50) = 2
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 185
[State 193,~暥帤徚偟 Ver.3~]
Type     = RemoveExplod
Trigger1 = Root,Var(50) = 3
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 186

[State 193,~暥帤徚偟 Ver.4~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 1
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 187
[State 193,~暥帤徚偟 Ver.5~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 2
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 188
[State 193,~暥帤徚偟 Ver.6~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 3
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 189

[State 193,~徚柵~]
Type     = DestroySelf
Trigger1 = NumExplod = 0
Trigger2 = Root,StateNo != [190,194]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僀儞僩儘 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 194]
Physics  = N
Anim     = 9999
SprPriority = 3

[State 194]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 194]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 194]
Type     = VelSet
Trigger1 = ParentDist Y >= 50
Y        = 0.8
[State 194]
Type     = VelAdd
Trigger1 = ParentDist Y <= 49
Y        = 0.02
[State 194]
Type     = VelSet
Trigger1 = ParentDist Y <= 25
Y        = 0

[State 194]
Type        = Explod
Trigger1    = Time%5 = 0 && ParentDist Y >= 24
Anim        = 3146
ID          = 3146
PosType     = P1
Pos         = -30+Random%60,-30+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 2
[State 194]
Type        = Explod
Trigger1    = Time%5 = 1 && ParentDist Y >= 24
Anim        = 3146
ID          = 3146
PosType     = P1
Pos         = -30+Random%60,-30+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 2
[State 194]
Type        = Explod
Trigger1    = Time%5 = 0 && ParentDist Y >= 24
Anim        = 3147
ID          = 3147
PosType     = P1
Pos         = -30+Random%60,-30+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 2

[State 194]
Type     = DestroySelf
Trigger1 = ParentDist Y >= 5 && Root,AnimElem = 17,>= 1
Trigger2 = Root,StateNo != [190,194]
Trigger3 = Root,StateNo = 191 && Root,AnimElem = 2,>= 1 && AnimTime = 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
; 僀儞僩儘 No.3
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 196]
Physics  = N
Anim     = 1041
SprPriority = 2

[State 196]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 196]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 128,128

[State 196]
Type     = VelAdd
Trigger1 = Time = 0
X        = 10.0*((RootDist X)/(Abs(RootDist X)+Abs(RootDist Y+(Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 10.0*((RootDist Y+-30)/(Abs(RootDist X)+Abs(RootDist Y+(Const(Size.Mid.Pos.Y)))+.0000001))
[State 196]
Type     = VelAdd
Trigger1 = Vel X = 0
X        = 0.00001
[State 196]
Type     = VelAdd
Trigger1 = Vel Y = 0
Y        = 0.00001

[State 196]
Type     = Turn
Trigger1 = Vel X < 0

[State 196]
Type        = Explod
Trigger1    = (ParentDist X = [-10,10]) && (ParentDist Y = [-30,30])
Anim        = 222
ID          = 222
PosType     = P1
Pos         = -30+Random%60,-30+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
Persistent = 0
[State 196]
Type        = Explod
Trigger1    = (ParentDist X = [-10,10]) && (ParentDist Y = [-30,30])
Anim        = 222
ID          = 222
PosType     = P1
Pos         = -30+Random%60,-60+Random%120
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
Persistent = 0
[State 196]
Type        = Explod
Trigger1    = (ParentDist X = [-10,10]) && (ParentDist Y = [-30,30])
Anim        = 222
ID          = 222
PosType     = P1
Pos         = -30+Random%60,-60+Random%120
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
Persistent = 0

[State 196]
Type     = AngleSet
Trigger1 = Vel X != 0 || Vel Y != 0
Value    = ATan ( Vel Y / Vel X ) * ( -180.0 / Pi )

[State 196]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5,0.5

[State 196]
Type     = DestroySelf
Trigger1 = (ParentDist X = [-10,10]) && (ParentDist Y = [-30,30])
Trigger2 = Root,StateNo != [190,194]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 儘働僢僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 208]
MoveType = A
Physics  = N
Anim     = 252
SprPriority = 4

[State 208]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 208]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
IgnoreHitPause = 1

[State 208]
Type     = HitOverride
Trigger1 = 1
Attr     = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
StateNo  = 254
Time     = 9999
IgnoreHitPause = 1

[State 208]
Type     = Trans
Trigger1 = 1
Trans    = Add
IgnoreHitPause = 1

[State 208]
Type     = AngleDraw
Trigger1 = Anim = 252
Scale    = 1,1
IgnoreHitPause = 1
[State 208]
Type     = AngleDraw
Trigger1 = Anim = 611
Scale    = 2,2
IgnoreHitPause = 1

[State 208]
Type     = VelSet
Trigger1 = IsHelper(208) = 1 && Anim = 252
X        = 18
[State 208]
Type     = VelSet
Trigger1 = IsHelper(209) = 1 && Anim = 252
X        = 18
Y        = -8
[State 208]
Type     = VelSet
Trigger1 = IsHelper(210) = 1 && Anim = 252
X        = 18
Y        = 8

[State 208]
Type     = VelSet
Trigger1 = Anim = 611
X        = 0
Y        = 0

[State 208]
Type        = Explod
Trigger1    = Anim = 252
Anim        = 253
ID          = 253
PosType     = P1
Pos         = 0,-8+Random%16
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3

[State 208]
Type     = Explod
Trigger1 = Anim = 611
Anim     = 611
ID       = 611
PosType  = P1
Pos      = 7*2,-7*2
OwnPal   = 1
Scale    = 1,1
SprPriority = 3
Persistent = 0
[State 208]
Type     = Explod
Trigger1 = Anim = 611 && AnimElem = 2
Anim     = 611
ID       = 611
PosType  = P1
Pos      = -8*2,-2*2
OwnPal   = 1
Scale    = 1,1
SprPriority = 3
[State 208]
Type     = Explod
Trigger1 = Anim = 611 && AnimElem = 3
Anim     = 611
ID       = 611
PosType  = P1
Pos      = 6*2,6*2
OwnPal   = 1
Scale    = 1,1
SprPriority = 3

[State 208]
Type     = ChangeAnim
Trigger1 = Pos Y >= 0
Trigger2 = Var(11) >= 1
Value    = 611
IgnoreHitPause = 1
Persistent = 0

[State 208]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 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 208]
Type     = Helper
Trigger1 = Anim = 252 && MoveHit && P2MoveType = H
Stateno  = 6025
ID       = 6025
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 208]
Type     = Helper
Trigger1 = Anim = 611 && MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 6020
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 208]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 208]
Type     = VarAdd
Trigger1 = MoveContact
V        = 11
Value    = 1
IgnoreHitPause = 1

[State 208]
Type     = ParentVarAdd
Trigger1 = Anim = 252 && MoveHit && P2MoveType = H
FV       = 3
Value    = -.1
IgnoreHitPause = 1
[State 208]
Type     = ParentVarAdd
Trigger1 = Anim = 611 && MoveHit && P2MoveType = H
FV       = 3
Value    = -.07
IgnoreHitPause = 1

[State 208]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 208]
Type     = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = (Root,MoveType = H) && (Root,StateNo = [120,159])
Trigger3 = FrontEdgeBodyDist <= -100 || BackEdgeBodyDist <= -100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 壩  僄僼僃僋僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 211]
Physics = N
Anim    = 211
SprPriority = 5

[State 211]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 211]
Type     = BindToRoot
Trigger1 = Root,StateNo = 210
Time     = 1
Pos      = 61,-30

[State 211]
Type     = ChangeAnim
Trigger1 = Root,HitPauseTime >= 1
Value    = Anim
Elem     = AnimElemNo(0)
[State 211]
Type     = ChangeAnim
Trigger1 = Root,StateNo != 210 && AnimElem = 19, <=0
Value    = Anim
Elem     = 19
Persistent = 0

[State 211]
Type     = DestroySelf
Trigger1 = AnimTime = 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
; 僶僂儞僪抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 221]
MoveType = A
Physics  = N
Anim     = 221
SprPriority = 4

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 9999999999999
add = 0,0,256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 221]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 221]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = SCA, NA, SA, HA, NT, ST, HT
IgnoreHitPause = 1

[State 221]
Type     = HitOverride
Trigger1 = 1
Attr     = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
StateNo  = 254
Time     = 9999
IgnoreHitPause = 1

[State 221]
Type     = Trans
Trigger1 = 1
Trans    = Add
IgnoreHitPause = 1

[State 221]
Type     = AngleAdd
Trigger1 = Anim = 221
Value    = -6

[State 221]
Type     = AngleDraw
Trigger1 = Anim = 221
Scale    = 0.5,0.5
IgnoreHitPause = 1
[State 221]
Type     = AngleDraw
Trigger1 = Anim = 222
Scale    = 1,1
IgnoreHitPause = 1

[State 221]
Type     = VarSet
Trigger1 = Vel Y >= 0.000001
FV       = 1
Value    = Vel Y - Vel Y - Vel Y

[State 221]
Type     = VelSet
Trigger1 = Anim = 221
X        = 8
[State 221]
Type     = VelSet
Trigger1 = Time = 0
Y        = -6
[State 221]
Type     = VelSet
Trigger1 = Anim = 221 && Pos Y >= -5
Y        = FVar(1)
[State 221]
Type     = VelAdd
Trigger1 = Anim = 221
Y        = 0.8
[State 221]
Type     = VelSet
Trigger1 = Anim = 222
X        = 0
Y        = 0

[State 221]
Type     = ChangeAnim
Trigger1 = Anim = 221 && MoveContact
Value    = 222
IgnoreHitPause = 1
Persistent = 0

[State 221]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 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 221]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 6020
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 221]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 221]
Type     = VarAdd
Trigger1 = MoveContact
V        = 11
Value    = 1
IgnoreHitPause = 1

[State 221]
Type     = ParentVarAdd
Trigger1 = Anim = 221 && MoveHit && P2MoveType = H
FV       = 3
Value    = -.05
IgnoreHitPause = 1
[State 221]
Type     = ParentVarAdd
Trigger1 = Anim = 222 && MoveHit && P2MoveType = H
FV       = 3
Value    = -.1
IgnoreHitPause = 1

[State 221]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 221]
Type     = DestroySelf
Trigger1 = (Root,MoveType = H) && (Root,StateNo = [120,159])
Trigger2 = Anim = 222 && AnimTime = 0
Trigger3 = FrontEdgeBodyDist <= -100 || BackEdgeBodyDist <= -100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 壴壩  No.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
[Statedef 251]
Physics = N
Anim    = 251
SprPriority = 3

[State 251]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 251]
Type     = VelSet
Trigger1 = IsHelper(251) = 1 && Time = 0
Trigger2 = IsHelper(253) = 1 && Time = 0
X        = 2
[State 251]
Type     = VelSet
Trigger1 = IsHelper(252) = 1 && Time = 0
Trigger2 = IsHelper(252) = 1 && BackEdgeBodyDist <= 1
X        = 8
[State 251]
Type     = VelSet
Trigger1 = IsHelper(252) = 1 && FrontEdgeBodyDist <= 1
X        = -8

[State 251]
Type     = VelSet
Trigger1 = IsHelper(251) = 1 && Time = 0
Trigger2 = IsHelper(252) = 1 && Time = 0
Y        = -6
[State 251]
Type     = VelSet
Trigger1 = IsHelper(253) = 1 && Time = 0
Y        = -9
[State 251]
Type     = VelAdd
Trigger1 = 1
Y        = IfElse(IsHelper(253) = 1, 0.3, 0.4)

[State 251]
Type     = EnvShake
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Time     = 20
Freq     = 80
Ampl     = -4
[State 251]
Type     = PlaySnd
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Value    = S3,5
Channel  = -1

[State 251]
Type        = Explod
Trigger1    = Time%3 = 0
Anim        = 253
ID          = 253
PosType     = P1
Vel         = -3+Random%6,-5+Random%10
Pos         = 0,0
OwnPal      = 1
Scale       = 0.25,0.25
SprPriority = 4

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 252
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 253
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 254
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 255
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 256
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 257
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 258
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 259
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 260
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 261
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 262
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 263
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 264
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 265
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 266
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 267
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 268
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 251]
Type     = Helper
Trigger1 = IsHelper(251) = 1 && Time = 30 || IsHelper(252) = 1 && Time = 30
Trigger2 = IsHelper(253) = 1 && Time = 45
Stateno  = 252
ID       = 269
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 251]
Type     = DestroySelf
Trigger1 = (Root,MoveType = H) && (Root,StateNo != [120,159])
Trigger2 = IsHelper(251) = 1 && Time >= 31 || IsHelper(252) = 1 && Time >= 31
Trigger3 = IsHelper(253) = 1 && Time >= 46
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 壴壩  No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 252]
MoveType = A
Physics  = N
Anim     = 252
SprPriority = 4

[State 252]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 252]
Type     = StateTypeSet
Trigger1 = Time >= 30
MoveType = I
IgnoreHitPause = 1

[State 252]
Type     = ChangeAnim
Trigger1 = Time = 30
Value    = 253

[State 252]
Type        = Explod
TriggerAll  = Time <= 20
Trigger1    = Time = 0 || Time = 1 || Time = 2
Anim        = 255;3
ID          = 255
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(252) = 1
X        = 15*Cos(0*0.1)
Y        = 15*Sin(0*0.1)
[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(253) = 1
X        = 15*Cos(3.5*0.1)
Y        = 15*Sin(3.5*0.1)
[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(254) = 1
X        = 15*Cos(7*0.1)
Y        = 15*Sin(7*0.1)
[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(255) = 1
X        = 15*Cos(10.5*0.1)
Y        = 15*Sin(10.5*0.1)
[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(256) = 1
X        = 15*Cos(14*0.1)
Y        = 15*Sin(14*0.1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(257) = 1
X        = 15*Cos(3.5*0.1)
Y        = -15*Sin(3.5*0.1)
[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(258) = 1
X        = 15*Cos(7*0.1)
Y        = -15*Sin(7*0.1)
[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(259) = 1
X        = 15*Cos(10.5*0.1)
Y        = -15*Sin(10.5*0.1)
[State 252,~仺~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(260) = 1
X        = 15*Cos(14*0.1)
Y        = -15*Sin(14*0.1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(261) = 1
X        = -15*Cos(0*0.1)
Y        = 15*Sin(0*0.1)
[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(262) = 1
X        = -15*Cos(3.5*0.1)
Y        = 15*Sin(3.5*0.1)
[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(263) = 1
X        = -15*Cos(7*0.1)
Y        = 15*Sin(7*0.1)
[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(264) = 1
X        = -15*Cos(10.5*0.1)
Y        = 15*Sin(10.5*0.1)
[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(265) = 1
X        = -15*Cos(14*0.1)
Y        = 15*Sin(14*0.1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(266) = 1
X        = -15*Cos(3.5*0.1)
Y        = -15*Sin(3.5*0.1)
[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(267) = 1
X        = -15*Cos(7*0.1)
Y        = -15*Sin(7*0.1)
[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(268) = 1
X        = -15*Cos(10.5*0.1)
Y        = -15*Sin(10.5*0.1)
[State 252,~仼~]
Type     = VelSet
Trigger1 = Time = 0 && IsHelper(269) = 1
X        = -15*Cos(14*0.1)
Y        = -15*Sin(14*0.1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 252,~懍搙尭彮~]
Type     = VelMul
Trigger1 = Time >= 1 && Time <= 14
X        = 0.8
Y        = 0.8

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 252]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

= -2
air.velocity = -2,-3

[State 252]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6010
ID       = 299
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 252]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 252]
Type     = DestroySelf
Trigger1 = Anim = 253 && AnimTime = 0
Trigger2 = Time >= 3 && MoveContact
IgnoreHitPause = 1

[State 252]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 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
; 墛儕儞僌 墶 僄僼僃僋僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 401]
Physics = N
Anim    = 401
SprPriority = -5

[State 401]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 401]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 401]
Type     = VarAdd
Trigger1 = Time >= 10
V        = 1
Value    = 12

[State 401]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.08
[State 401]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = 0.02

[State 401]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.3+FVar(1) ,0.05+FVar(2)

[State 401]
Type     = DestroySelf
Trigger1 = Var(1) >= 250
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僽儔僢僋儂乕儖  嬍
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 406]
Physics = N
Anim    = 406
SprPriority = -5

[State 406]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 406]
Type     = Trans
Trigger1 = Anim = 406
Trans    = Sub
[State 406]
Type     = Trans
Trigger1 = Anim = 407
Trans    = AddAlpha
Alpha    = 128,256

[State 406]
Type     = VelSet
Trigger1 = IsHelper(406) = 1 && Time = 0
X        = 4
Y        = -2.4
[State 406]
Type     = VelSet
Trigger1 = IsHelper(407) = 1 && Time = 0
X        = 10
Y        = -2.4
[State 406]
Type     = VelAdd
Trigger1 = IsHelper(406) = 1 && (Time = [10,19])
X        = -0.3
[State 406]
Type     = VelAdd
Trigger1 = IsHelper(407) = 1 && (Time = [10,19])
X        = -0.6
[State 406]
Type     = VelAdd
Trigger1 = Time = [10,19]
Y        = 0.6
[State 406]
Type     = VelSet
Trigger1 = Anim = 407
Trigger2 = Time >= 10 && Vel X <= 0
X        = 0
[State 406]
Type     = VelSet
Trigger1 = Anim = 407
Trigger2 = Time >= 19
X        = 0
Y        = 0

[State 406]
Type                       = null
Trigger1                   = Time = 20
ProjID                     = 406
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999

[State 406]
Type     = ChangeAnim
Trigger1 = Time = 20
Value    = 407

[State 406]
Type     = AngleAdd
Trigger1 = Anim = 407
Value    = -14

[State 406]
Type     = VarAdd
Trigger1 = Anim = 407
V        = 0
Value    = 15

[State 406]
Type       = VarSet
TriggerAll = Anim = 407
Trigger1   = Anim = 407 && Time >= 120
Trigger2   = Root,StateNo = 405 && Root,AnimElem = 4 && Root,NumHelper(406) >= 2
Trigger3   = Root,StateNo = 405 && Root,AnimElem = 4 && Root,NumHelper(406) >= 1
Trigger3   = Root,StateNo = 405 && Root,AnimElem = 4 && Root,NumHelper(407) >= 1
Trigger4   = Root,StateNo = 405 && Root,AnimElem = 4 && Root,NumHelper(407) >= 2
Trigger5   = Root,StateNo = 415 && Root,AnimElem = 4 && Root,NumHelper(406) >= 2
Trigger6   = Root,StateNo = 415 && Root,AnimElem = 4 && Root,NumHelper(406) >= 1
Trigger6   = Root,StateNo = 415 && Root,AnimElem = 4 && Root,NumHelper(407) >= 1
Trigger7   = Root,StateNo = 415 && Root,AnimElem = 4 && Root,NumHelper(407) >= 2
V          = 1
Value      = 1

[State 406]
Type     = VarAdd
Trigger1 = Var(1) = 1
Trigger2 = Anim = 407 && Time >= 120
FV       = 1
Value    = -0.05

[State 406]
Type     = AngleDraw
Trigger1 = Anim = 406
Scale    = 0.5,0.5
[State 406]
Type     = AngleDraw
Trigger1 = Anim = 407
Scale    = 0.5+FVar(1),0.5+FVar(1)

[State 406]
Type     = Helper
Trigger1 = Var(1) = 0
Trigger1 = Time%30 = 0 && Time >= 20 && Time <= 119
Stateno  = 407
ID       = 408
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 406]
Type     = Helper
Trigger1 = Time = 19
Stateno  = 408
ID       = 408
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 406]
Type     = Helper
Trigger1 = Time = 20
Stateno  = 409
ID       = 409
Pos      = Floor(FrontEdgeDist)+50,0
PosType  = P1
Facing   = -1
OwnPal   = 1
Size.Height = 999
[State 406]
Type     = Helper
Trigger1 = Time = 20
Stateno  = 409
ID       = 408
Pos      = -Floor(BackEdgeDist)+50,0
PosType  = P1
Facing   = 1
OwnPal   = 1
Size.Height = 999

[State 406]
Type     = DestroySelf
Trigger1 = FVar(1) <= -0.5
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僽儔僢僋儂乕儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 407]
Physics = N
Anim    = 407
SprPriority = -4

[State 407]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 407]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 128,256

[State 407]
Type     = AngleAdd
Trigger1 = 1
Value    = -14

[State 407]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = -0.06
[State 407]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1.0+FVar(1),1.0+FVar(1)

[State 407]
Type     = DestroySelf
Trigger1 = FVar(1) <= -1
Trigger2 = Parent,Var(1) != 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
; 屻傠
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 408]
Physics = N
Anim    = 408
SprPriority = -99

[State 408]
Type     = AssertSpecial
Trigger1 = Time = 0
Flag     = InVisible
[State 408]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 408]
Type     = Trans
Trigger1 = 1
Trans    = Sub

[State 408]
Type     = PalFX
Trigger1 = Time = 0
Time     = 9999
InvertAll = -1

[State 408]
Type     = AngleSet
Trigger1 = 1
Value    = Parent,Var(0)

[State 408]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = -0.06
[State 408]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1.5+Parent,FVar(1)*3,1.5+Parent,FVar(1)*3

[State 408]
Type     = DestroySelf
Trigger1 = Time >= 120
Trigger2 = Parent,FVar(1) <= -0.45
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僽儔僢僋儂乕儖  僾僢僔儏僿儖僷乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 409]
Physics = N
Anim    = 409

[State 409]
Type     = PlayerPush
Trigger1 = 1
Value    = 1
[State 409]
Type     = PosSet
Trigger1 = 1
Y        = EnemyNear,Pos Y

[State 409]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT

[State 409]
Type     = VelSet
Trigger1 = (ParentDist X >= 0)
X        = 8
[State 409]
Type     = VelSet
Trigger1 = (ParentDist X >= 0) && (P2BodyDist X <= 30)
X        = IfElse(Parent,StateNo = 3155, 2.0, 3.5)
[State 409]
Type     = VelSet
Trigger1 = ParentDist X = [-20,20]
X        = 0

[State 409]
Type     = PosAdd
Trigger1 = P2BodyDist X < -30
X        = -100

[State 409]
Type     = DestroySelf
Trigger1 = Parent,StateNo = 406 && Time >= 100
Trigger2 = Parent,StateNo = 406 && Parent,Var(1) != 0
Trigger3 = Parent,StateNo = 3121 && Parent,Var(1) != 0
Trigger4 = Parent,StateNo = 3155
Trigger4 = Root,StateNo != [3151,3152]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墛儕儞僌 廲 僄僼僃僋僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 612]
Physics = N
Anim    = 401
SprPriority = 3

[State 612]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 612]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 612]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) >= -238
V        = 0
Value    = -18
[State 612]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(1) >= -232
V        = 1
Value    = -24

[State 612]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 256+Var(0),256+Var(1),256+Var(1)

[State 612]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.06
[State 612]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = 0.2

[State 612]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.2+FVar(1) , 0.75+FVar(2)
Value    = -15

[State 612]
Type     = DestroySelf
Trigger1 = Var(0) <= -232
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 梔婼丂- 枾 - No.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
[Statedef 1001]
Physics = N
Anim    = 9999
SprPriority = 3

[State 1001]
Type     = VelSet
Trigger1 = IsHelper(1001) = 1 && Time >= 2
X        = 4.8
[State 1001]
Type     = VelSet
Trigger1 = IsHelper(1011) = 1 && Time >= 2
X        = 1.8
Y        = -3.6

[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1001) = 1
Trigger1   = Time = 8 || Time = 20
V          = 1
Value      = -24
[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1001) = 1
Trigger1   = Time = 12 || Time = 16
V          = 1
Value      = 24
[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1001) = 1
Trigger1   = Time = 24
V          = 1
Value      = -12
[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1001) = 1
Trigger1   = Time = 28
V          = 1
Value      = 12

[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1011) = 1
Trigger1   = Time = 8 || Time = 20
V          = 0
Value      = -18
[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1011) = 1
Trigger1   = Time = 12 || Time = 16
V          = 0
Value      = 18
[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1011) = 1
Trigger1   = Time = 24
V          = 0
Value      = -8
[State 1001]
Type       = VarAdd
TriggerAll = IsHelper(1011) = 1
Trigger1   = Time = 28
V          = 0
Value      = 8

[State 1001]
Type        = Explod
Trigger1    = Time = 4 || Time = 8 || Time = 12 || Time = 16 || Time = 20 || Time = 24 || Time = 28
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = Var(0),Var(1)
OwnPal      = 1
Scale       = 1,1
SprPriority = 4

[State 1001]
Type     = Helper
Trigger1 = Time = 5 || Time = 9 || Time = 13 || Time = 17 || Time = 21 || Time = 25 || Time = 29
Stateno  = 1003
ID       = 1003
Pos      = Var(0),Var(1)
PosType  = P1
OwnPal   = 1

[State 1001]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1


[State 1001]
Type     = DestroySelf
Trigger1 = Time >= 30
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 梔婼丂- 枾 - No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1002]
MoveType = A
Physics  = N
Anim     = 1001
SprPriority = 4

[State 1002]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 1002]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 1002]
Type     = AngleDraw
Trigger1 = AnimElem = 2,<= 0
Scale    = 0.5,0.5
[State 1002]
Type     = AngleDraw
Trigger1 = AnimElem = 2,>= 0
Scale    = 1,1

[State 1002]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 1003
ID       = 1003
Pos      = 0,0
PosType  = P1
OwnPal   = 1

[State 1002]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 1002]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 1009
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1002]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1002]
Type     = DestroySelf
Trigger1 = AnimTime = 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
; 梔婼丂- 枾 - No.3
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1003]
Physics = N
Anim    = 612
SprPriority = 5

[State 1003]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 1003]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 1003]
Type     = VarAdd
Trigger1 = 1
V        = 0
Value    = -8
[State 1003]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = -12

[State 1003]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 256+Var(0),256+Var(1),256+Var(1)

[State 1003]
Type     = AngleSet
Trigger1 = Time = 0
Value    = 0+Random%359

[State 1003]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.06

[State 1003]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.3+FVar(1),0.3+FVar(1)

[State 1003]
Type     = DestroySelf
Trigger1 = Var(1) <= -250
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 抧楈丂- 枾 -
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1021]
MoveType = A
Physics  = N
Anim     = 1021
SprPriority = 5

[State 1021]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 1021]
Type     = PosSet
Trigger1 = 1
Y        = 0

[State 1021]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 1021]
Type     = Helper
Trigger1 = MoveHit
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1021]
Type     = Helper
Trigger1 = MoveGuarded
StateNo  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1021]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0

[State 1021]
Type     = DestroySelf
Trigger1 = AnimTime = 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
; 梔婼丂- 慳 - No.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
[Statedef 1041]
Type     = A
MoveType = A
Physics  = N
Anim     = 1041
SprPriority = 4

[State 1041]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = , NA, SA, HA, NT, ST, HT
IgnoreHitPause = 1

[State 1041]
Type     = HitOverride
Trigger1 = 1
Attr     = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
StateNo  = 1042
Time     = 9999
IgnoreHitPause = 1

[State 1041]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,9

[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 0
X        = 3.5
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 1
X        = 3.43
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 2
X        = 3.35
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 3
X        = 3.22
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 4
X        = 3.11
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 5
X        = 3
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 6
X        = 2.89
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 7
X        = 2.76
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 8
X        = 2.63
[State 1041]
Type     = VelSet
Trigger1 = Var(0) = 9
X        = 2.5

[State 1041]
Type     = VarAdd
Trigger1 = Vel Y <= -0.00001
FV       = 0
Value    = .021
[State 1041]
Type     = VarAdd
Trigger1 = Vel Y >= 0
FV       = 0
Value    = -.021

[State 1041]
Type     = VelSet
Trigger1 = Time = 0
Trigger2 = Time >= 1 && Vel Y = 0
Y        = -2+Random%5
[State 1041]
Type     = VelAdd
Trigger1 = 1
Y        = FVar(0)

[State 1041]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 1041]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6010
ID       = 6010
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1041]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1041]
Type     = ParentVarAdd
Trigger1 = MoveHit && P2MoveType = H
FV       = 3
Value    = -.05

[State 1041]
Type     = ChangeState
Trigger1 = MoveContact
Value    = 1042

[State 1041]
Type     = DestroySelf
Trigger1 = FrontEdgeBodyDist <= -100 || BackEdgeBodyDist <= -100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 梔婼丂- 慳 - No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1042]
Type     = A
MoveType = I
Physics  = N
Anim     = 5030
SprPriority = 4

[State 1042]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
IgnoreHitPause = 1
[State 1042]
Type     = HitOverride
Trigger1 = 1
Attr     = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
StateNo  = 1042
Time     = 9999
IgnoreHitPause = 1

[State 1042]
Type     = Trans
Trigger1 = Anim = 5160 && AnimElem = 7,>= 1
Trans    = AddAlpha
Alpha    = 0+Var(1),256+Var(2)

[State 1042]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = 256
[State 1042]
Type     = VarAdd
Trigger1 = Anim = 5160 && AnimElem = 7,>= 1
V        = 1
Value    = -10

[State 1042]
Type     = VarSet
Trigger1 = Time = 0
V        = 2
Value    = 0
[State 1042]
Type     = VarAdd
Trigger1 = Anim = 5160 && AnimElem = 7,>= 1
V        = 2
Value    = 10

[State 1042]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4

[State 1042]
Type     = VelSet
Trigger1 = Var(0) = 0 && Time = 0
X        = -1.8
Y        = -6
[State 1042]
Type     = VelSet
Trigger1 = Var(0) = 1 && Time = 0
X        = -1.4
Y        = -5.4
[State 1042]
Type     = VelSet
Trigger1 = Var(0) = 2 && Time = 0
X        = -1.1
Y        = -4.9
[State 1042]
Type     = VelSet
Trigger1 = Var(0) = 3 && Time = 0
X        = -0.8
Y        = -4.3
[State 1042]
Type     = VelSet
Trigger1 = Var(0) = 4 && Time = 0
X        = -0.5
Y        = -4

[State 1042]
Type     = VelSet
Trigger1 = Pos Y >= 0 && Vel Y >= 0.00001
X        = 0
Y        = 0

[State 1042]
Type     = Gravity
Trigger1 = StateType = A

[State 1042]
Type      = StateTypeSet
Trigger1  = Pos Y >= 0 && Vel Y >= 0.00001
StateType = L

[State 1042]
Type     = ChangeAnim
Trigger1 = Anim = 5030 && AnimTime = 0
Value    = 5035
Persistent = 0
[State 1042]
Type     = ChangeAnim
Trigger1 = Anim = 5035 && AnimTime = 0
Value    = 5050
Persistent = 0
[State 1042]
Type     = ChangeAnim
Trigger1 = Pos Y >= 0 && Vel Y >= 0.00001
Value    = 5160
Persistent = 0

[State 1042]
Type     = DestroySelf
Trigger1 = Var(1) <= 9
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 梔婼丂- 慳 -  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 1046]
Type     = A
MoveType = A
Physics  = N
Anim     = 45
SprPriority = 4

[State 1046]
Type     = NotHitBy
Trigger1 = Anim != 1042
Time     = 9999
Value    = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
IgnoreHitPause = 1
[State 1046]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = , NA, SA, HA, NT, ST, HT
IgnoreHitPause = 1

[State 1046]
Type     = HitOverride
Trigger1 = 1
Attr     = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
StateNo  = 1042
Time     = 9999
IgnoreHitPause = 1

[State 1046]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.1+FVar(1) , 0.1+FVar(1)

[State 1046]
Type     = VarAdd
Trigger1 = FVar(1) <= 0.93
FV       = 1
Value    = 0.07

[State 1046]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,9

[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 0
X        = 3
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 1
X        = 2.73
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 2
X        = 2.44
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 3
X        = 2.29
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 4
X        = 2.17
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 5
X        = 2
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 6
X        = 1.7
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 7
X        = 1.4
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 8
X        = 1.2
Persistent = 0
[State 1046]
Type     = VelSet
Trigger1 = Var(0) = 9
X        = 1
Persistent = 0

[State 1046]
Type     = VelSet
Trigger1 = Time = 0
Y        = -5+Random%4
[State 1046]
Type     = Gravity
Trigger1 = StateType = A

[State 1046]
Type      = StateTypeSet
Trigger1  = Pos Y >= 0
StateType = S

[State 1046]
Type     = VelSet
Trigger1 = Pos Y >= 0
X        = 0
Y        = 0

[State 1046]
Type     = VarRandom
Trigger1 = Anim = 1042
V        = 0
Range    = 0,4
Persistent = 0

[State 1046]
Type     = VelSet
Trigger1 = Anim = 1042 && Var(0) = 0
X        = 4
[State 1046]
Type     = VelSet
Trigger1 = Anim = 1042 && Var(0) = 1
X        = 3.7
[State 1046]
Type     = VelSet
Trigger1 = Anim = 1042 && Var(0) = 2
X        = 3.4
[State 1046]
Type     = VelSet
Trigger1 = Anim = 1042 && Var(0) = 3
X        = 3.2
[State 1046]
Type     = VelSet
Trigger1 = Anim = 1042 && Var(0) = 4
X        = 3

[State 1046]
Type     = ChangeAnim
Trigger1 = Pos Y >= 0
Value    = 47
Persistent = 0
[State 1046]
Type     = ChangeAnim
Trigger1 = Anim = 47 && AnimTime = 0
Value    = 1042
Persistent = 0

[State 1046]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 1046]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6010
ID       = 6010
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1046]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1046]
Type     = ParentVarAdd
Trigger1 = MoveHit && P2MoveType = H
FV       = 3
Value    = -.05

[State 1046]
Type     = ChangeState
Trigger1 = MoveContact
Value    = 1042

[State 1046]
Type     = DestroySelf
Trigger1 = FrontEdgeBodyDist <= -100 || BackEdgeBodyDist <= -100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 梔婼丂- 慳 -  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 1047]
Type     = A
MoveType = A
Physics  = N
Anim     = 45
SprPriority = 4

[State 1047]
Type     = NotHitBy
Trigger1 = Anim != 1043
Time     = 9999
Value    = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
IgnoreHitPause = 1
[State 1047]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = , NA, SA, HA, NT, ST, HT
IgnoreHitPause = 1

[State 1047]
Type     = HitOverride
Trigger1 = 1
Attr     = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
StateNo  = 1042
Time     = 9999
IgnoreHitPause = 1

[State 1047]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.1+FVar(1) , 0.1+FVar(1)

[State 1047]
Type     = VarAdd
Trigger1 = FVar(1) <= 0.93
FV       = 1
Value    = 0.07

[State 1047]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,9

[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 0
X        = 3
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 1
X        = 2.73
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 2
X        = 2.44
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 3
X        = 2.29
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 4
X        = 2.17
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 5
X        = 2
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 6
X        = 1.7
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 7
X        = 1.4
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 8
X        = 1.2
Persistent = 0
[State 1047]
Type     = VelSet
Trigger1 = Var(0) = 9
X        = 1
Persistent = 0

[State 1047]
Type     = VelSet
Trigger1 = Time = 0
Y        = -5+Random%4
[State 1047]
Type     = Gravity
Trigger1 = StateType = A

[State 1047]
Type     = ChangeAnim
Trigger1 = Anim = 1043 && Vel Y > 0 && Pos Y >= 0
Value    = 1043
Elem     = 6

[State 1047]
Type      = StateTypeSet
Trigger1  = Pos Y >= 0
StateType = S

[State 1047]
Type     = VelSet
Trigger1 = Vel Y > 0 && Pos Y >= 0
X        = 0
Y        = 0

[State 1047]
Type     = VarRandom
Trigger1 = Anim = 1043
V        = 0
Range    = 0,4
Persistent = 0

[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(0) = 0
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998
X        = 3.3
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(0) = 1
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998
X        = 3.2
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(0) = 2
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998
X        = 3.1
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(0) = 3
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998
X        = 3.05
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(0) = 4
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998
X        = 3

[State 1047]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 5,12
[State 1047]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,9

[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 0 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.05
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 1 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.1
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 2 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.15
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 3 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.2
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 4 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.25
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 5 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.3
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 6 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.4
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 7 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.5
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 8 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.6
[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && Var(2) = 9 && StateType = S
Trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 998 && Vel Y = 0 
Y        = -Var(1)/1.7

[State 1047]
Type      = StateTypeSet
Trigger1  = Pos Y < 0
StateType = A

[State 1047]
Type     = VelSet
Trigger1 = Anim = 1043 && AnimElem = 2, <= 1
Trigger2 = Anim = 1043 && AnimElem = 6, >= 0
X        = 0
Y        = 0

[State 1047]
Type     = ChangeAnim
Trigger1 = Pos Y >= 0
Value    = 47
Persistent = 0
[State 1047]
Type     = ChangeAnim
Trigger1 = Anim = 47 && AnimTime = 0
Value    = 1043
Persistent = 0

[State 1047]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 1047]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6010
ID       = 6010
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1047]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1047]
Type     = ParentVarAdd
Trigger1 = MoveHit && P2MoveType = H
FV       = 3
Value    = -.05

[State 1047]
Type     = ChangeState
Trigger1 = MoveContact
Value    = 1042

[State 1047]
Type     = DestroySelf
Trigger1 = FrontEdgeBodyDist <= -100 || BackEdgeBodyDist <= -100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 抧楈丂- 慳 - No.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
[Statedef 1051]
Physics = N
Anim    = 9999
SprPriority = 3

[State 1051]
Type     = Helper
Trigger1 = Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 401
ID       = 401
Pos      = 0,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type        = Explod
Trigger1    = Time = 1
Anim        = 8002
ID          = 8002
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 1,1
SprPriority = -4

[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1
[State 1051]
Type     = Helper
Trigger1 = IsHelper(1051) = 1 && Time = 1
Trigger2 = IsHelper(1061) = 1 && Time = 59
Stateno  = 1052
ID       = 1052
Pos      = -70+Random%110,0
PosType  = P1
OwnPal   = 1

[State 1051]
Type     = DestroySelf
Trigger1 = IsHelper(1051) = 1 && Time >= 2
Trigger2 = IsHelper(1061) = 1 && Time >= 60
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 抧楈丂- 慳 - No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1052]
MoveType = A
Physics  = N
Anim     = 1051
SprPriority = 5

[State 1052]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 1052]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 1052]
Type     = VarAdd
Trigger1 = Time >= 40
V        = 1
Value    = 12

[State 1052]
Type     = VarAdd
Trigger1 = Time >= 40 && FVar(1) >= -0.48
FV       = 1
Value    = -0.02

[State 1052]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5+FVar(1),0.5+FVar(1)

[State 1052]
Type     = StateTypeSet
Trigger1 = Time >= 40
MoveType = I

[State 1052]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,17

[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 0 && Time = 0
X        = 0.6
Y        = -12
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 1 && Time = 0
X        = 0.56
Y        = -11.7
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 2 && Time = 0
X        = 0.53
Y        = -11.3
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 3 && Time = 0
X        = 0.5
Y        = -11.0
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 4 && Time = 0
X        = 0.56
Y        = -10.7
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 5 && Time = 0
X        = 0.53
Y        = -10.3
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 6 && Time = 0
X        = 0.5
Y        = -10.0
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 7 && Time = 0
X        = 0.47
Y        = -9.6
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 8 && Time = 0
X        = 0.44
Y        = -9.2
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 9 && Time = 0
X        = 0.42
Y        = -8.7
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 10 && Time = 0
X        = 0.4
Y        = -8.2
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 11 && Time = 0
X        = 0.34
Y        = -7.9
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 12 && Time = 0
X        = 0.30
Y        = -7.4
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 13 && Time = 0
X        = 0.27
Y        = -7.1
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 14 && Time = 0
X        = 0.22
Y        = -6.8
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 15 && Time = 0
X        = 0.18
Y        = -6.5
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 16 && Time = 0
X        = 0.12
Y        = -6.2
[State 1052]
Type     = VelSet
Trigger1 = Var(0) = 17 && Time = 0
X        = 0.1
Y        = -6.1

[State 1052]
Type     = VelAdd
Trigger1 = Vel Y <= -0.4
Y        = 0.3

[State 1052]
Type     = VarRandom
Trigger1 = 1
V        = 2
Range    = 0,10

[State 1052]
Type        = Explod
Trigger1    = Var(2) = 0 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.5+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 1 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.45+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 2 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.4+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 3 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.35+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 4 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.3+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 5 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.25+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 6 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.2+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 7 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.15+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 8 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.1+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 9 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.05+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 1052]
Type        = Explod
Trigger1    = Var(2) = 10 && Time%8 = 0 && Time <= 39
Anim        = 1052
ID          = 1052
PosType     = P1
Pos         = 0,0
Vel         = -1.0+Random%3,-2.2
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3

[State 1052]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 1052]
Type     = Helper
Trigger1 = MoveHit
Stateno  = 6020
ID       = 1059
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1052]
Type     = Helper
Trigger1 = MoveGuarded
StateNo  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1052]
Type     = DestroySelf
Trigger1 = Var(1) >= 250
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 抧楈丂- 慳 - No.3
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1053]
Physics  = N
Anim     = 1051
SprPriority = 4

[State 1053]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 1053]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 1053]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 12

[State 1053]
Type     = VarAdd
Trigger1 = FVar(1) >= -0.28
FV       = 1
Value    = -0.01

[State 1053]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.3+FVar(1),0.3+FVar(1)

[State 1053]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,17

[State 1053]
Type     = VelSet
Trigger1 = Var(0) = 0 && Time = 0
X        = 0.6
Y        = -3
[State 1053]
Type     = VelSet
Trigger1 = Var(0) = 1 && Time = 0
X        = 0.3
Y        = -3
[State 1053]
Type     = VelSet
Trigger1 = Var(0) = 2 && Time = 0
X        = 0
Y        = -3
[State 1053]
Type     = VelSet
Trigger1 = Var(0) = 3 && Time = 0
X        = -0.3
Y        = -3
[State 1053]
Type     = VelSet
Trigger1 = Var(0) = 4 && Time = 0
X        = -0.6
Y        = -3

[State 1053]
Type     = DestroySelf
Trigger1 = Var(1) >= 250
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 敋墛昛抃 僄僼僃僋僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1081]
Physics = N
Anim    = 612
SprPriority = 4

[State 1081]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 1081]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 1081]
Type     = Helper
Trigger1 = Time = 3
Trigger1 = IsHelper(1081) || IsHelper(1082)
Name     = "Maru"
Stateno  = 1081
ID       = IfElse(IsHelper(1081), 1082, 1083)
Pos      = 14,14
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
[State 1081]
Type        = Explod
Trigger1    = Time = 0
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 1,1
SprPriority = 5
IgnoreHitPause = 1

[State 1081]
Type     = VarAdd
Trigger1 = Time >= 10
V        = 0
Value    = -10
[State 1081]
Type     = VarAdd
Trigger1 = Time >= 10
V        = 1
Value    = -14

[State 1081]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 256+Var(0),256+Var(1),256+Var(1)

[State 1081]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.05
[State 1081]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = 0.075

[State 1081]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.15+FVar(1) ,0.15+FVar(2)

[State 1081]
Type     = DestroySelf
Trigger1 = Var(1) <= -239
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 渎晞乽屗塀嶳搳偘乿丒渎婼乽揤庤椡抝搳偘乿 No.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
[Statedef 3002]
Physics  = N
Anim     = 9999

[State 3002]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Pos      = 0,-30

[State 3002]
Type     = VarRandom
Trigger1 = 1
V        = 0
Range    = 0,8

[State 3002]
Type     = VarSet
Trigger1 = Root,Var(52) = 0
FV       = 1
Value    = 1
[State 3002]
Type     = VarSet
Trigger1 = Root,Var(52) = 1
FV       = 1
Value    = 1.5

[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 0 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 0 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = -320+Random%20,-120+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 1 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 1 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = -320+Random%20,-90+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 2 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 2 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = -320,-5+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 3 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 3 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = -320+Random%20,120-Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 4 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 4 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = 0,320+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 5 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 5 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = 320-Random%20,120+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 6 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 6 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = 320-Random%20,-15+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 7 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 7 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = 320-Random%20,-120+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)
[State 3002]
Type     = Helper
Trigger1 = IsHelper(3002) = 1 && Time%5 = 0 && Var(0) = 8 && Time <= 125
Trigger2 = IsHelper(3003) = 1 && Time%3 = 0 && Var(0) = 8 && Time <= 125
Stateno  = 3003
ID       = 3003
Pos      = 320-Random%20,-180+Random%10
PosType  = P1
OwnPal   = 1
Size.XScale = FVar(1)
Size.YScale = FVar(1)

[State 3002]
Type     = DestroySelf
Trigger1 = Time >= 300
Trigger2 = Root,StateNo = [5000,5299]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 渎晞乽屗塀嶳搳偘乿丒渎婼乽揤庤椡抝搳偘乿 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3003]
Physics  = N
Anim     = 3005
SprPriority = 9

[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X >= 20) && (ParentDist Y >= 20)
X        = 18*1.2
Y        = 6*1.2
[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X >= 20) && (ParentDist Y = [-19,19])
X        = 18*1.2
[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X >= 20) && (ParentDist Y <= -20)
X        = 18*1.2
Y        = -6*1.2
[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X = [-19,19]) && (ParentDist Y <= -20)
X        = 0
Y        = -12*1.2
[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X <= -20) && (ParentDist Y <= -20)
X        = -18*1.2
Y        = -6*1.2
[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X <= -20) && (ParentDist Y = [-19,19])
X        = -18*1.2
[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X <= -20) && (ParentDist Y >= 20)
X        = -18*1.2
Y        = -6*1.2
[State 3003]
Type     = VelSet
Trigger1 = (Time = 0) && (ParentDist X = [-19,19]) && (ParentDist Y >= 20)
Y        = 12*1.2

[State 3003]
Type     = AngleSet
Trigger1 = Time = 0
Value    = 0+Random%359

[State 3003]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,9
[State 3003]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,49
[State 3003]
Type     = VarRandom
Trigger1 = Time = 0
V        = 20
Range    = 0,359

[State 3003]
Type     = AngleSet
Trigger1 = 1
Value    = Var(20)

[State 3003]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = -35+Random%70
[State 3003]
Type     = VarSet
Trigger1 = Time = 0
V        = 2
Value    = -35+Random%70

[State 3003]
Type     = VarSet
Trigger1 = (Time = 0) && (Var(0) = [0,6])
FV       = 1
Value    = 1
[State 3003]
Type     = VarSet
Trigger1 = (Time = 0) && (Var(0) = [0,6])
FV       = 2
Value    = 1

[State 3003]
Type     = VarSet
Trigger1 = Time = 0 && Var(0) = 7
FV       = 1
Value    = 0.9
[State 3003]
Type     = VarSet
Trigger1 = Time = 0 && Var(0) = 7
FV       = 2
Value    = 0.9

[State 3003]
Type     = VarSet
Trigger1 = Time = 0 && Var(0) = 8
FV       = 1
Value    = 0.75
[State 3003]
Type     = VarSet
Trigger1 = Time = 0 && Var(0) = 8
FV       = 2
Value    = 0.75

[State 3003]
Type     = VarSet
Trigger1 = Time = 0 && Var(0) = 9
FV       = 1
Value    = 0.5
[State 3003]
Type     = VarSet
Trigger1 = Time = 0 && Var(0) = 9
FV       = 2
Value    = 0.4

[State 3003]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(1),FVar(2)

[State 3003]
Type       = ChangeState
TriggerAll = (ParentDist X = [-29,29]) && (ParentDist Y = [-29,29])
Trigger1   = (Parent,NumHelper(3002) <= 10) && (Parent,NumHelper(3003) <= 10)
Trigger1   = (Var(10) != 49)
Trigger2   = (Parent,NumHelper(3002) = [10,15]) && (Parent,NumHelper(3003) = [10,15])
Trigger2   = (Var(10) <= 10)
Trigger3   = (Parent,NumHelper(3002) = [16,18]) && (Parent,NumHelper(3003) = [16,18])
Trigger3   = (Var(10) <= 5)
Trigger4   = (Parent,NumHelper(3002) >= 19) && (Parent,NumHelper(3003) >= 19)
Trigger4   = (Var(10) = 1)
Value      = 3004
Persistent = 0

[State 3004]
Type                       = null
TriggerAll                 = (ParentDist X = [-29,29]) && (ParentDist Y = [-29,29])
Trigger1                   = (Parent,NumHelper(3002) = [10,15]) && (Parent,NumHelper(3003) = [10,15])
Trigger1                   = (Var(10) >= 6)
Trigger2                   = (Parent,NumHelper(3002) = [16,18]) && (Parent,NumHelper(3003) = [16,18])
Trigger2                   = (Var(10) >= 4)
Trigger3                   = (Parent,NumHelper(3002) >= 19) && (Parent,NumHelper(3003) >= 19)
Trigger3                   = (Var(10) >= 2)
ProjID                     = 3007
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999
[State 3003]
Type       = ChangeState
TriggerAll = (ParentDist X = [-29,29]) && (ParentDist Y = [-29,29])
Trigger1   = (Parent,NumHelper(3002) = [10,15]) && (Parent,NumHelper(3003) = [10,15])
Trigger1   = (Var(10) >= 6)
Trigger2   = (Parent,NumHelper(3002) = [16,18]) && (Parent,NumHelper(3003) = [16,18])
Trigger2   = (Var(10) >= 4)
Trigger3   = (Parent,NumHelper(3002) >= 19) && (Parent,NumHelper(3003) >= 19)
Trigger3   = (Var(10) >= 2)
Value      = 7102
Persistent = 0

[State 3003]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Root,StateNo = [5000,5299]
Trigger3 = Vel X >= 1 && FrontEdgeBodyDist <= -30
Trigger4 = Vel X <= -1 && BackEdgeBodyDist <= -30
Trigger5 = Vel X = 0 && Vel Y <= -1 && ScreenPos Y <= -20
Trigger6 = Vel X = 0 && Vel Y >= 1 && ScreenPos Y >= 20
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 渎晞乽屗塀嶳搳偘乿丒渎婼乽揤庤椡抝搳偘乿 No.3
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3004]
Physics  = N
Anim     = 3005
VelSet   = 0,0
SprPriority = 9

[State 3004]
Type     = BindToRoot
Trigger1 = (Root,Anim = 3002) && (Root,AnimTime = 0) || (Root,AnimTime = -13)
Trigger2 = (Root,Anim = 3003) && (Root,AnimTime = 0) || (Root,AnimTime = -7)
Trigger3 = (Root,Anim = 3101) && (Root,AnimTime = 0) || (Root,AnimTime = -13)
Time     = 1
Pos      = 38+Var(1),-77+Var(2)
[State 3004]
Type     = BindToRoot
Trigger1 = (Root,Anim = [3002,3003]) && (Root,AnimElem = 4,>= 0 && Root,AnimElem = 5,<= 0)
Trigger2 = (Root,Anim = 3101) && (Root,AnimElem = 4,>= 0 && Root,AnimElem = 5,<= 0)
Time     = 1
Pos      = 40+Var(1),-45+Var(2)
[State 3004]
Type     = BindToRoot
Trigger1 = (Root,Anim = [3002,3003]) && (Root,AnimElem = 5,>= 0 && Root,AnimElem = 6,<= 0)
Trigger2 = (Root,Anim = 3101) && (Root,AnimElem = 5,>= 0 && Root,AnimElem = 6,<= 0)
Time     = 1
Pos      = 28+Var(1),-12+Var(2)
[State 3004]
Type     = BindToRoot
Trigger1 = (Root,Anim = [3002,3003]) && (Root,AnimElem = 6,>= 0 && Root,AnimElem = 7,<= 0)
Trigger2 = (Root,Anim = 3101) && (Root,AnimElem = 6,>= 0 && Root,AnimElem = 7,<= 0)
Time     = 1
Pos      = -29+Var(1),-10+Var(2)
[State 3004]
Type     = BindToRoot
Trigger1 = (Root,Anim = [3002,3003]) && (Root,AnimElem = 7,>= 0 && Root,AnimElem = 8,<= 0)
Trigger2 = (Root,Anim = 3101) && (Root,AnimElem = 7,>= 0 && Root,AnimElem = 8,<= 0)
Time     = 1
Pos      = -57+Var(1),-39+Var(2)
[State 3004]
Type     = BindToRoot
Trigger1 = (Root,Anim = [3002,3003]) && (Root,AnimElem = 8,>= 0 && Root,AnimElem = 9,<= 0)
Trigger2 = (Root,Anim = 3101) && (Root,AnimElem = 8,>= 0 && Root,AnimElem = 9,<= 0)
Time     = 1
Pos      = -48+Var(1),-84+Var(2)
[State 3004]
Type     = BindToRoot
Trigger1 = (Root,Anim = [3002,3003]) && (Root,AnimElem = 9)
Trigger2 = (Root,Anim = 3101) && (Root,AnimElem = 9)
Time     = 1
Pos      = -16+Var(1),-102+Var(2)

[State 3004]
Type                       = null
Trigger1                   = Time = 0
ProjID                     = 3007
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999

[State 3004]
Type     = AngleSet
Trigger1 = 1
Value    = Var(20)

[State 3004]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(1),FVar(2)

[State 3004]
Type     = ChangeState
Trigger1 = Root,Anim = 3004
Trigger2 = Root,Anim = 3102
Value    = 3005

[State 3004]
Type     = DestroySelf
Trigger1 = Root,StateNo = [5000,5299]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 渎晞乽屗塀嶳搳偘乿丒渎婼乽揤庤椡抝搳偘乿 No.4
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3005]
Physics  = N
Anim     = 3005
SprPriority = 9

[State 3005]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(31),0+Var(31)

[State 3005]
Type     = VarAdd
Trigger1 = Var(40) = 1
V        = 30
Value    = 1
[State 3005]
Type     = VarAdd
Trigger1 = Var(30) >= 10
V        = 31
Value    = 6

[State 3005]
Type     = VarSet
Trigger1 = Root,Anim = 3102 && Time = 0
V        = 21
Value    = 1

[State 3005]
Type     = BindToRoot
Trigger1 = Root,Anim = 3004 && Root,AnimElem = 1
Trigger2 = Root,Anim = 3102 && Root,AnimElem = 1
Time     = 1
Pos      = 20+Var(1),-95+Var(2)

[State 3005]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4

[State 3005]
Type     = VelSet
;Trigger1 = EnemyNear,BackEdgeBodyDist != 0
Trigger1 = Root,Anim = 3004 && Root,AnimElem = 2,>= 1 && Root,Var(9) = 0 && Var(40) = 0
X        = 20
[State 3005]
Type     = VelSet
Trigger1 = Root,Anim = 3004 && Root,AnimElem = 2,>= 1 && Root,Var(9) = 0 && Var(40) = 0
Y        = 10
[State 3005]
Type     = VelSet
;Trigger1 = EnemyNear,BackEdgeBodyDist != 0
Trigger1 = Root,Anim = 3004 && Root,AnimElem = 2,>= 1 && Root,Var(9) = 1 && Var(40) = 0
X        = 2
[State 3005]
Type     = VelSet
Trigger1 = Root,Anim = 3004 && Root,AnimElem = 2,>= 1 && Root,Var(9) = 1 && Var(40) = 0
Y        = 22

[State 3005]
Type     = VelSet
Trigger1 = Root,Anim = 3102 && Root,AnimElem = 2,>= 1
X        = Root,FVar(7)
Y        = Root,FVar(8)
Persistent = 0

[State 3005]
Type     = VarSet
Trigger1 = EnemyNear,BackEdgeBodyDist >= 4
V        = 57
Value    = 0
[State 3005]
Type     = VarAdd
Trigger1 = EnemyNear,BackEdgeBodyDist <= 3
V        = 57
Value    = 1

[State 3005]
Type     = VarSet
Trigger1 = Root,Anim = [3100,3109]
V        = 58
Value    = 1

[State 3005]
Type     = VelSet
Trigger1 = Var(57) >= 3 && Var(40) = 0 && Var(58) = 0
X        = 0

[State 3005]
Type     = Null;VelSet
Trigger1 = Var(40) = 0
X        = 0
Persistent = 0

[State 3005]
Type     = VelSet
Trigger1 = Var(40) = 1 && Var(0) = 0
X        = -6+Random%12
Y        = -18+Random%6
Persistent = 0
[State 3005]
Type     = VelSet
Trigger1 = Var(40) = 1 && Var(0) = 1
X        = -5.8+Random%11
Y        = -17.8+Random%6
Persistent = 0
[State 3005]
Type     = VelSet
Trigger1 = Var(40) = 1 && Var(0) = 2
X        = -5.6+Random%11
Y        = -17.6+Random%6
Persistent = 0
[State 3005]
Type     = VelSet
Trigger1 = Var(40) = 1 && Var(0) = 3
X        = -5.4+Random%10
Y        = -17.4+Random%6
Persistent = 0
[State 3005]
Type     = VelSet
Trigger1 = Var(40) = 1 && Var(0) = 4
X        = -5.2+Random%10
Y        = -17.2+Random%6
Persistent = 0

[State 3005]
Type        = Explod
Trigger1    = Var(40) = 1 && Var(0) = 4
Anim        = 3202
ID          = 3203
PosType     = P1
Pos         = 0,0 - Floor(Pos Y)
Vel         = -5+Random%10,-12+Random%6
Accel       = 0,0.3
OwnPal      = 1
Scale       = FVar(1),FVar(2)
SprPriority = 9
Persistent = 0

[State 3005]
Type                       = null
Trigger1                   = Var(40) = 1
ProjID                     = 3008
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999
Persistent = 0
[State 3005]
Type                       = null
Trigger1                   = Pos Y >= -25
ProjID                     = 3101
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999
Persistent = 0

[State 3005]
Type     = VarSet
Trigger1 = Root,Var(14) = 1
V        = 40
Value    = 1

[State 3005]
Type     = VelAdd
Trigger1 = Var(40) = 1
Y        = 0.5

[State 3005]
Type     = AngleSet
Trigger1 = 1
Value    = Var(20)

[State 3005]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(1),FVar(2)

[State 3005]
Type     = DestroySelf
Trigger1 = Var(31) >= 250
Trigger2 = Root,StateNo = [5000,5299]
Trigger3 = Time >= 100
Trigger4 = FrontEdgeBodyDist <= -50 || BackEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 悓晞乽婼敍傝偺弍乿丒悓柌乽巤夓婼敍傝偺弍乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3012]
Physics = N
Anim    = 9999
SprPriority = 3

[State 3012]
Type     = PosSet
Trigger1 = 1
X        = Enemy,Pos X
Y        = Enemy,Pos Y

[State 3012]
Type                       = null
Trigger1                   = 1
ProjID                     = 3016
ProjAnim                   = 3016
ProjHitAnim                = 9999
ProjRemoveTime             = 1
ProjScale                  = 1,1
ProjHits                   = 1
ProjPriority               = 1
OffSet                     = 0,0
PosType                    = P1
Attr                       = S, HP
HitFlag                    = MAFD
GuardFlag                  = N
GivePower                  = -20,-20
NumHits                    = 0

[State 3012]
Type     = DestroySelf
Trigger1 = Root,Var(16) <= 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
; 婼晞乽儈僢僔儞僌僷儚乕乿丒婼恄乽儈僢僔儞僌僷乕僾儖僷儚乕乿  僄僼僃僋僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3041]
Physics = N
Anim    = 9999
SprPriority = -1

[State 3041]
Type     = ChangeAnim
Trigger1 = Time = 1
Value    = 3020
Elem     = 7

[State 3041]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3041]
Type     = NotHitBy
Trigger1 = 1
Value    = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
Time     = 999

[State 3041]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3041]
Type     = VarAdd
Trigger1 = Var(1) >= -244
V        = 1
Value    = -12

[State 3041]
Type     = PalFx
Trigger1 = 1
Time     = 1
Add      = 0+Var(1),0+Var(1),0+Var(1)

[State 3041]
Type     = VarAdd
Trigger1 = Root,Var(52) = 0
FV       = 1
Value    = 0.15
[State 3041]
Type     = VarAdd
Trigger1 = Root,Var(52) = 1
FV       = 1
Value    = 0.25

[State 3041]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1+FVar(1),1+FVar(1)

[State 3041]
Type     = DestroySelf
Trigger1 = Var(1) <= -244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 晞偺堧乽搳澅偺揤娾屗乿 No.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
[Statedef 3103]
MoveType = A
Physics  = N
Anim     = 3103

[State 3103]
Type     = PosSet
Trigger1 = Vel X = 0
X        = Root,Pos X + 18
Y        = Root,Pos Y + -95
IgnoreHitPause = 1

[State 3103,~憡庤偵岦偐偆~]
Type     = VelSet
Trigger1 = Time = 0
X        = 15.0*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 15.0*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))

[State 3103]
Type     = ParentVarSet
Trigger1 = Time = 0
FV       = 7
Value    = 15.0*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
[State 3103]
Type     = ParentVarSet
Trigger1 = Time = 0
FV       = 8
Value    = 15.0*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))

[State 3103]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 3103]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 6025
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3103]
Type     = StateTypeSet
Trigger1 = Root,Var(14) != 0
MoveType = I

[State 3103]
Type     = DestroySelf
Trigger1 = MoveType != A
Trigger2 = Time >= 100
Trigger3 = FrontEdgeBodyDist <= -50 || BackEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 晞偺嶲乽捛橳曉偟僽儔僢僋儂乕儖乿 杮懱
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3121]
Physics = N
Anim    = 3122
SprPriority = 3

[State 3121]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3121]
Type     = Trans
Trigger1 = Anim != 407
Trans    = Add
[State 3121]
Type     = Trans
Trigger1 = Anim = 407
Trigger2 = Time = 50 || FrontEdgeDist <= 15
Trans    = AddAlpha
Alpha    = 128,256

[State 3121]
Type     = SprPriority
Trigger1 = Anim = 407
Trigger2 = Time >= 50 || FrontEdgeDist <= 15
Value    = -5

[State 3121]
Type     = VelSet
Trigger1 = Time = 0
X        = 4
[State 3121]
Type     = VelSet
Trigger1 = Anim != 407
Trigger1 = Time >= 50 || FrontEdgeDist <= 15
X        = 0
Y        = 0

[State 3121]
Type     = ChangeAnim
Trigger1 = Anim != 407
Trigger1 = Time = 50 || FrontEdgeDist <= 15
Value    = 407

[State 3121]
Type     = AngleAdd
Trigger1 = Anim = 407
Value    = -15

[State 3121]
Type     = VarAdd
Trigger1 = Anim = 407
V        = 0
Value    = 15

[State 3121]
Type     = VarSet
Trigger1 = Anim = 407 && Time >= 170
V        = 1
Value    = 1

[State 3121]
Type     = VarSet
Trigger1 = Anim = 407 && Time <= 169
FV       = 1
Value    = 1.5
[State 3121]
Type     = VarAdd
Trigger1 = Var(1) = 1
Trigger2 = Anim = 407 && Time >= 170
FV       = 1
Value    = -0.05

[State 3154, 曄悢憹尭]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 1

[State 3154, 曄悢憹尭]
Type     = VarAdd
Trigger1 = Fvar(0) <= 1.5
FV       = 0
Value    = 0.1

[State 3154, 曄悢]
Type     = VarSet
Trigger1 = Anim = 3122 && Time%6 = 0
FV       = 0
Value    = 0.9

[State 3154, 妏搙傪桳岠]
Type     = AngleDraw
Trigger1 = Anim = 3122
Scale    = FVar(0),FVar(0)
[State 3121]
Type     = AngleDraw
Trigger1 = Anim = 407
Scale    = 0.5+FVar(1),0.5+FVar(1)

[State 3121]
Type     = EnvShake
Trigger1 = Time%15 = 0 && Time <= 150 && Anim = 407
Time     = 30
Freq     = 120
Ampl     = 3
Phase    = 120

[State 3121]
Type     = VarRandom
Trigger1 = 1
V        = 0
Range    = 0,3

[State 3121]
Type     = Helper
Trigger1 = Time%3 = 0 && Time <= 129 && Anim = 407 && Var(0) = 0
Stateno  = 3122
ID       = 3122
Pos      = -150+Random%300,240
PosType  = P1
OwnPal   = 1
[State 3121]
Type     = Helper
Trigger1 = Time%3 = 0 && Time <= 129 && Anim = 407 && Var(0) = 1
Stateno  = 3122
ID       = 3122
Pos      = -150+Random%300,-240
PosType  = P1
OwnPal   = 1
[State 3121]
Type     = Helper
Trigger1 = Time%3 = 0 && Time <= 129 && Anim = 407 && Var(0) = 2
Stateno  = 3122
ID       = 3122
Pos      = -240,-150+Random%300
PosType  = P1
OwnPal   = 1
[State 3121]
Type     = Helper
Trigger1 = Time%3 = 0 && Time <= 129 && Anim = 407 && Var(0) = 3
Stateno  = 3122
ID       = 3122
Pos      = 240,-150+Random%300
PosType  = P1
OwnPal   = 1

[State 3121]
Type     = Helper
Trigger1 = Time >= 50 || FrontEdgeDist <= 15
Trigger1 = Anim = 407 && Time%30 = 0 && Time >= 20 && Time <= 129
Stateno  = 3124
ID       = 3124
OwnPal   = 1
Size.XScale = 0.75
Size.YScale = 0.75
[State 3121]
Type     = Helper
Trigger1 = Time = 49 || FrontEdgeDist <= 15
Stateno  = 3125
ID       = 3125
OwnPal   = 1
Size.XScale = 0.25
Size.YScale = 0.25
Persistent = 0
[State 3121]
Type     = Helper
Trigger1 = Time = 49
Stateno  = 409
ID       = 409
Pos      = Floor(FrontEdgeDist)+50,0
PosType  = P1
Facing   = -1
OwnPal   = 1
Size.Height = 999
[State 3121]
Type     = Helper
Trigger1 = Time = 49
Stateno  = 409
ID       = 408
Pos      = -Floor(BackEdgeDist)+50,0
PosType  = P1
Facing   = 1
OwnPal   = 1
Size.Height = 999

[State 3121]
Type     = DestroySelf
Trigger1 = FVar(1) <= -0.5
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 晞偺嶲乽捛橳曉偟僽儔僢僋儂乕儖乿 抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3122]
Physics = N
Anim    = 3121
SprPriority = -4

[State 3122]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3122]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3122]
Type     = VelAdd
Trigger1 = Time = 0
X        = 10.0*((ParentDist X)/(Abs(ParentDist X)+Abs(ParentDist Y+(Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 10.0*((ParentDist Y)/(Abs(ParentDist X)+Abs(ParentDist Y+(Const(Size.Mid.Pos.Y)))+.0000001))
[State 3122]
Type     = VelAdd
Trigger1 = Vel X = 0
X        = 0.00001
[State 3122]
Type     = VelAdd
Trigger1 = Vel Y = 0
Y        = 0.00001

[State 3122]
Type     = Turn
Trigger1 = Vel X < 0

[State 3122]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1.0,1.0

[State 3122]
Type     = AngleSet
Trigger1 = Vel X != 0 || Vel Y != 0
Value    = ATan ( Vel Y / Vel X ) * ( -180.0 / Pi )

[State 3122]
Type     = ChangeState
Trigger1 = (ParentDist X = [-20,20]) && (ParentDist Y = [-20,20]) 
Value    = 3123

[State 3122]
Type     = DestroySelf
Trigger1 = Parent,Var(1) != 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
; 晞偺嶲乽捛橳曉偟僽儔僢僋儂乕儖乿 峌寕
;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 3123]
MoveType = A
Physics  = N
Anim     = 3122
VelSet   = 0,0
SprPriority = 5

[State 3123]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3123]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256+Var(10),256

[State 3123]
Type     = VarAdd
Trigger1 = Var(10) >= -243
V        = 10
Value    = -13

[State 3123]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.06
[State 3123]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1.5+FVar(1),1.5+FVar(1)

[State 3123]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 3123]
Type     = Helper
Trigger1 = MoveHit
Stateno  = 6020
ID       = 3123
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3123]
Type     = Helper
Trigger1 = MoveGuarded
StateNo  = 6050
ID       = 6040
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3123]
Type     = DestroySelf
Trigger1 = Time >= 30
Trigger2 = Var(10) <= -243
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 晞偺嶲乽捛橳曉偟僽儔僢僋儂乕儖乿 僽儔僢僋儂乕儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3124]
Physics = N
Anim    = 407
SprPriority = -4

[State 3124]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3124]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 128,256

[State 3124]
Type     = AngleAdd
Trigger1 = 1
Value    = -14

[State 3124]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = -0.06
[State 3124]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1.5+FVar(1),1.5+FVar(1)

[State 3124]
Type     = DestroySelf
Trigger1 = FVar(1) <= -1
Trigger2 = Parent,Var(1) != 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
; 晞偺嶲乽捛橳曉偟僽儔僢僋儂乕儖乿 屻傠
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3125]
Physics = N
Anim    = 408
SprPriority = -99

[State 3125]
Type     = AssertSpecial
Trigger1 = Time = 0
Flag     = InVisible
[State 3125]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3125]
Type     = Trans
Trigger1 = 1
Trans    = Sub

[State 3125]
Type     = PalFX
Trigger1 = Time = 0
Time     = 9999
InvertAll = -1

[State 3125]
Type     = AngleSet
Trigger1 = 1
Value    = Parent,Var(0)

[State 3125]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1.0+Parent,FVar(1)*3,1.0+Parent,FVar(1)*3

[State 3125]
Type     = DestroySelf
Trigger1 = Time >= 240
Trigger2 = Parent,FVar(1) <= -0.45
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 婼壩乽挻崅枾搙椨壭弍乿 No.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
[Statedef 3131]
Physics  = N
Anim     = 9999

[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 401
ID       = 401
Pos      = 0,0
PosType  = P1
OwnPal   = 1
[State 3131]
Type        = Explod
Trigger1    = Time = 1
Anim        = 8002
ID          = 8002
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 1,1
SprPriority = -4

[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3132
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3133
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3134
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3135
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3136
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3137
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3138
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3139
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3140
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3141
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3142
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1
[State 3131]
Type     = Helper
Trigger1 = Time = 1
Stateno  = 3132
ID       = 3143
Pos      = -30+Random%60,0
PosType  = P2
OwnPal   = 1

[State 3131]
Type     = DestroySelf
Trigger1 = 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
; 婼壩乽挻崅枾搙椨壭弍乿 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3132]
MoveType = A
Physics  = N
;Anim     = 3131
VelSet   = 0,0
SprPriority = 4

[State 3132]
Type     = PosSet
Trigger1 = Time = 0
Y        = 0

[State 3132]
Type     = ChangeAnim
Trigger1 = IsHelper(3132) || IsHelper(3133)
Trigger1 = Time = 0 && PrevStateNo != 3132
Value    = 3131
Persistent = 0
[State 3132]
Type     = ChangeAnim
Trigger1 = Time = 0 && PrevStateNo = 3132 && Anim = 3132
Trigger2 = IsHelper(3136) || IsHelper(3137) || IsHelper(3138) || IsHelper(3139)
Trigger3 = IsHelper(3140) || IsHelper(3141)
Value    = 3133
Persistent = 0
[State 3132]
Type     = ChangeAnim
Trigger1 = IsHelper(3132) || IsHelper(3133)
Trigger1 = Time = 0 && PrevStateNo = 3132 && Anim = 3131
Trigger2 = IsHelper(3134) || IsHelper(3135) || IsHelper(3142) || IsHelper(3143)
Trigger2 = Time = 0 && PrevStateNo != 3132
Value    = 3132
Persistent = 0

[State 3131]
Type     = Helper
Trigger1 = IsHelper(3132)
Trigger1 = PrevStateNo = 3132 && Anim = 3132
Stateno  = 3132
ID       = 3135
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Persistent = 0
[State 3131]
Type     = Helper
Trigger1 = IsHelper(3133)
Trigger1 = PrevStateNo = 3132 && Anim = 3132
Stateno  = 3132
ID       = 3134
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Persistent = 0

[State 3131]
Type     = Helper
Trigger1 = IsHelper(3132)
Trigger1 = PrevStateNo = 3132 && Anim = 3133
Trigger2 = IsHelper(3134)
Trigger2 = PrevStateNo = 3132 && Anim = 3133
Stateno  = 3132
ID       = 3137
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Persistent = 0
[State 3131]
Type     = Helper
Trigger1 = IsHelper(3133)
Trigger1 = PrevStateNo = 3132 && Anim = 3133
Trigger2 = IsHelper(3135)
Trigger2 = PrevStateNo = 3132 && Anim = 3133
Stateno  = 3132
ID       = 3136
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Persistent = 0

[State 3132]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 3132]
Type     = Trans
Trigger1 = 1
Trans    = Add
IgnoreHitPause = 1

[State 3132]
Type     = AngleDraw
Trigger1 = Anim = 3131
Scale    = 0.5,0.5
IgnoreHitPause = 1
[State 3132]
Type     = AngleDraw
Trigger1 = Anim = 3132
Scale    = 0.37,0.37
IgnoreHitPause = 1
[State 3132]
Type     = AngleDraw
Trigger1 = Anim = 3133
Scale    = 0.25,0.25
IgnoreHitPause = 1

[State 3132]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,4

[State 3132]
Type     = VelSet
Trigger1 = Time = 0 && Vel X = 0 && Var(10) = 0
X        = -2.8+Random%5
[State 3132]
Type     = VelSet
Trigger1 = Time = 0 && Vel X = 0 && Var(10) = 1
X        = -2.6+Random%5
[State 3132]
Type     = VelSet
Trigger1 = Time = 0 && Vel X = 0 && Var(10) = 2
X        = -2.3+Random%5
[State 3132]
Type     = VelSet
Trigger1 = Time = 0 && Vel X = 0 && Var(10) = 3
X        = -2.1+Random%5
[State 3132]
Type     = VelSet
Trigger1 = Time = 0 && Vel X = 0 && Var(10) = 4
X        = -2.0+Random%5

[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3132) = 1 && Anim = 3131
Y        = -12.6+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3132) = 1 && Anim = 3132
Trigger2 = IsHelper(3134) = 1 && Anim = 3132
Y        = -11.1+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3142) = 1 && Anim = 3132
Y        = -11.1+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3132) = 1 && Anim = 3133
Trigger2 = IsHelper(3134) = 1 && Anim = 3133
Trigger3 = IsHelper(3136) = 1 && Anim = 3133
Trigger4 = IsHelper(3142) = 1 && Anim = 3133
Y        = -8.6+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3138) = 1 && Anim = 3133
Y        = -8.6+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3140) = 1 && Anim = 3133
Y        = -8.6+Random%3
Persistent = 0

[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3133) = 1 && Anim = 3131
Y        = -12.6+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3133) = 1 && Anim = 3132
Trigger2 = IsHelper(3135) = 1 && Anim = 3132
Y        = -11.1+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3143) = 1 && Anim = 3132
Y        = -11.1+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3133) = 1 && Anim = 3133
Trigger2 = IsHelper(3135) = 1 && Anim = 3133
Trigger3 = IsHelper(3137) = 1 && Anim = 3133
Trigger4 = IsHelper(3143) = 1 && Anim = 3133
Y        = -9.6+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3139) = 1 && Anim = 3133
Y        = -9.6+Random%3
Persistent = 0
[State 3132]
Type     = VelSet
Trigger1 = IsHelper(3141) = 1 && Anim = 3133
Y        = -9.6+Random%3
Persistent = 0

[State 3132]
Type     = VelAdd
Trigger1 = 1
Y        = 0.2

[State 3132]
Type        = Explod
Trigger1    = Time%6 = 0 && Anim = 3131
Anim        = 611
ID          = 611
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3
[State 3132]
Type        = Explod
Trigger1    = Time%6 = 0 && Anim = 3132
Anim        = 611
ID          = 611
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 0.37,0.37
SprPriority = 3
[State 3132]
Type        = Explod
Trigger1    = Time%6 = 0 && Anim = 3133
Anim        = 611
ID          = 611
PosType     = P1
Pos         = 0,0
OwnPal      = 1
Scale       = 0.25,0.25
SprPriority = 3

[State 3132]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 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 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 3132]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 3130
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3132]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3132]
Type       = ChangeState
TriggerAll = Time >= 5
Trigger1   = Vel Y >= 0.1 && Pos Y >= 0 && Anim = 3131
Trigger2   = Vel Y >= 0.1 && Pos Y >= 0 && Anim = 3132
Value      = 3132

[State 3132]
Type     = DestroySelf
Trigger1 = Vel Y >= 0.1 && Pos Y >= 0 && Anim = 3133
Trigger2 = FrontEdgeBodyDist <= -40 || BackEdgeBodyDist <= -40
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 慳晞乽榋棦柖拞乿 No.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
[Statedef 3144]
MoveType = I
Physics  = N
Anim     = 3146
SprPriority = 3

[State 3144]
Type     = BindToRoot
Trigger1 = 1
Time     = -1
Pos      = 0,-25

[State 3144]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3144]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3144]
Type        = Explod
Trigger1    = Time%5 = 0
Anim        = 3146
ID          = 3146
PosType     = P1
Pos         = -60+Random%80,-60+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 3144]
Type        = Explod
Trigger1    = Time%5 = 1
Anim        = 3146
ID          = 3146
PosType     = P1
Pos         = -60+Random%80,-60+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 3144]
Type        = Explod
Trigger1    = Time%5 = 0
Anim        = 3147
ID          = 3147
PosType     = P1
Pos         = -60+Random%80,-60+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4

[State 3144]
Type     = DestroySelf
Trigger1 = Root,StateNo = 3142
Trigger2 = Root,StateNo != [3140,3143]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 慳晞乽榋棦柖拞乿 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3145]
MoveType = I
Physics  = N
Anim     = 3146
SprPriority = 3

[State 3145]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3145]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3145]
Type        = Explod
Trigger1    = Time%25 = 0
Anim        = 3147
ID          = 3147
PosType     = P1
Pos         = -30+Random%60,-30+Random%60
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4

[State 3145]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,9

[State 3145]
Type     = Helper
Trigger1 = Var(1) = 0 || Var(1) = 3
Trigger1 = Time = 1
Name     = "Tama"
Stateno  = 3146
ID       = 3146
Pos      = 20 ,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 3145]
Type     = Helper
Trigger1 = Var(1) = [0,1]
Trigger1 = Time = 6
Name     = "Tama"
Stateno  = 3146
ID       = 3147
Pos      = 20 ,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 3145]
Type     = Helper
Trigger1 = Var(1) = [0,1]
Trigger1 = Time = 11
Trigger2 = Var(1) = 2 && Time = 21
Name     = "Tama"
Stateno  = 3146
ID       = 3148
Pos      = 20 ,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 3145]
Type     = Helper
Trigger1 = Var(1) = [0,1]
Trigger1 = Time = 16
Trigger2 = Var(1) = 2 && Time = 6
Name     = "Tama"
Stateno  = 3146
ID       = 3149
Pos      = 20 ,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 3145]
Type     = Helper
Trigger1 = Var(1) = 0 && Time = 21
Trigger2 = Var(1) = 2 && Time = 11
Name     = "Tama"
Stateno  = 3146
ID       = 3150
Pos      = 20 ,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 3145]
Type     = Helper
Trigger1 = Var(1) = 2
Trigger1 = Time = 16
Name     = "Tama"
Stateno  = 3146
ID       = 3151
Pos      = 20 ,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 3145]
Type     = Helper
Trigger1 = Var(1) = 2
Trigger1 = Time = 21
Name     = "Tama"
Stateno  = 3146
ID       = 3152
Pos      = 20 ,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 3145]
Type     = DestroySelf
Trigger1 = AnimTime = 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
; 慳晞乽榋棦柖拞乿 No.3
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3146]
MoveType = A
Physics  = N
Anim     = 3144
SprPriority = 3

[State 3146]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3146]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3146]
Type     = VelSet
Trigger1 = Time = 0
X        = 5.0*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 5.0*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))

[State 3146]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1.0,1.0

[State 3146]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3146]
Type                       = null
Trigger1                   = Time = 0
ProjID                     = 3146
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999
Persistent = 0

[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 3146]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 3130
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3146]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3146]
Type     = DestroySelf
Trigger1 = MoveContact
Trigger2 = FrontEdgeBodyDist <= -40 || BackEdgeBodyDist <= -40
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 乽昐枩婼栭峴乿  夞揮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3153]
MoveType = I
Physics  = N
Anim     = 1052
SprPriority = 3

[State 3153]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3153, 幉埵抲]
Type = PosSet
Trigger1 = Time = 0 && IsHelper(3153)
X = Root,Pos X + IfElse((Facing = 1),-90*Cos(Root,var(32)*0.015),90*Cos(-Root,var(32)*0.015))
Y = -35 + Root,Pos Y + IfElse((Facing = 1),-90*Sin(Root,var(32)*0.015),90*Sin(-Root,var(32)*0.015))

[State 3153, 幉埵抲]
Type = PosSet
Trigger1 = Time = 0 && IsHelper(3154)
X = Root,Pos X + IfElse((Facing = 1),90*Cos(Root,var(32)*0.015),-90*Cos(-Root,var(32)*0.015))
Y = -35 + Root,Pos Y + IfElse((Facing = 1),90*Sin(Root,var(32)*0.015),-90*Sin(-Root,var(32)*0.015))

[State 3153,~懍搙愝掕~]
Type     = VarSet
Trigger1 = 1
FV       = 0
Value    = RootDist X
[State 3153,~懍搙愝掕~]
Type     = VarSet
Trigger1 = 1
FV       = 1
Value    = RootDist Y

[State 3153,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3153]
Type     = DestroySelf
Trigger1 = AnimTime = 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
; 乽昐枩婼栭峴乿  抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3154]
MoveType = A
Physics  = N
Anim     = 3153
SprPriority = 3

[State 3154,~昞帵弴埵~]
Type     = SprPriority
Trigger1 = 1
Value    = 3
IgnoreHitPause = 1

[State 3154,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3154,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3154,~憡庤偵岦偐偆~]
Type     = VelSet
Trigger1 = Time = 60
X        = 5.0*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 5.0*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))

[State 3154, 曄悢憹尭]
Type     = VarAdd
Trigger1 = Time <= 19
fvar(0)  = .05

[State 3154, 曄悢憹尭]
Type     = VarAdd
Trigger1 = fvar(0) <= 1
Trigger1 = Time = [60,180]
fvar(0)  = .025

[State 3154, 曄悢憹尭]
Type     = VarAdd
Trigger1 = fvar(0) <= 1
Trigger1 = Time = [60,180]
fvar(0)  = .025

[State 3154, 曄悢]
Type     = VarSet
Trigger1 = Time = [60,180]
fvar(0)  = .925
Persistent = 6

[State 3154, 妏搙傪桳岠]
Type     = AngleDraw
Trigger1 = 1
Value    = Time
Scale    = fvar(0),fvar(0)

[State 3154,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 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 3154,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 3154,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit = 1 && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 3154,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded = 1 && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6040
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 3154,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.04
IgnoreHitPause = 1
Persistent = 0

[State 3154]
Type     = DestroySelf
Trigger1 = Time >= 1000
Trigger2 = Pos Y >= 100 || ScreenPos Y <= -100
Trigger3 = FrontEdgeBodyDist <= -100 || BackEdgeBodyDist <= -100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 乽昐枩婼栭峴乿 僽儔僢僋儂乕儖 拞怱
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3155]
Physics = N
Anim    = 407
SprPriority = -5

[State 3155]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3155]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 128,256

[State 3155]
Type     = AngleAdd
Trigger1 = 1
Value    = -14

[State 3155]
Type     = VarAdd
Trigger1 = 1
V        = 0
Value    = 15

[State 3155]
Type     = AngleDraw
Trigger1 = 1
Scale    = 2+FVar(1),2+FVar(1)

[State 3155]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 3156
ID       = 3156
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
[State 3155]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 409
ID       = 409
Pos      = Floor(FrontEdgeDist)+50,0
PosType  = P1
Facing   = -1
OwnPal   = 1
Size.Height = 999
[State 3155]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 409
ID       = 408
Pos      = -Floor(BackEdgeDist)+50,0
PosType  = P1
Facing   = 1
OwnPal   = 1
Size.Height = 999

[State 3155]
Type     = EnvShake
Trigger1 = Time%20 = 0
Time     = 20
Freq     = 160
Ampl     = -2

[State 3155]
Type     = DestroySelf
Trigger1 = Root,StateNo != [3151,3152]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 乽昐枩婼栭峴乿 僽儔僢僋儂乕儖 屻傠
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3156]
Physics = N
Anim    = 408
SprPriority = -99

[State 3156]
Type     = AssertSpecial
Trigger1 = Time = 0
Flag     = InVisible
[State 3156]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3156]
Type     = Trans
Trigger1 = 1
Trans    = Sub

[State 3156]
Type     = PalFX
Trigger1 = Time = 0
Time     = 9999
InvertAll = -1

[State 3156]
Type     = AngleSet
Trigger1 = 1
Value    = Parent,Var(0)

[State 3156]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = -0.06
[State 3156]
Type     = AngleDraw
Trigger1 = 1
Scale    = 2.5+Parent,FVar(1)*3,2.5+Parent,FVar(1)*3

[State 3156]
Type     = DestroySelf
Trigger1 = Root,StateNo != [3151,3152]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 枾晞乽敋墛偺朶孨乿丒枾崠乽崠墛偺朶孨乿  僄僼僃僋僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3211]
Physics  = N
Anim     = 9999
SprPriority = 3

[State 3211,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3211,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256 + Var(10),256

[State 3211,~崟偔~]
Type     = VarAdd
Trigger1 = IsHelper(3212) = 1 && Time >= 10
V        = 10
Value    = -8

[State 3211,]
Type     = VarAdd
Trigger1 = Time >= 6
Trigger1 = IsHelper(3211) = 1
V        = 0
Value    = -5
[State 3211,]
Type     = VarAdd
Trigger1 = Time >= 6
Trigger1 = IsHelper(3211) = 1
V        = 1
Value    = -8

[State 3211,]
Type     = VarAdd
Trigger1 = Time >= 6
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
V        = 0
Value    = -6
[State 3211,]
Type     = VarAdd
Trigger1 = Time >= 6
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
V        = 1
Value    = -10

[State 3211]
Type     = PalFx
Trigger1 = IsHelper(3211) = 1 || IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
Time     = 1
Mul      = 256+Var(0),256+Var(1),256+Var(1)

[State 3211,~愒儕儞僌~]
Type     = ChangeAnim
Trigger1 = IsHelper(3211) = 1 || IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
Value    = 401
Persistent = 0
[State 3211,~愒墌~]
Type     = ChangeAnim
Trigger1 = IsHelper(3212) = 1
Value    = 3131
Persistent = 0

[State 3211,~戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3211) = 1
FV       = 1
Value    = 0.020 + FVar(2)
[State 3211,~挷惍~]
Type     = VarAdd
Trigger1 = IsHelper(3211) = 1
FV       = 2
Value    = -0.00075

[State 3211,~戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3212) = 1
FV       = 3
Value    = 0.018 + FVar(4)
[State 3211,~挷惍~]
Type     = VarAdd
Trigger1 = IsHelper(3212) = 1
FV       = 4
Value    = -0.00075

[State 3211,~戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
FV       = 5
Value    = 0.02*2 + FVar(6)
[State 3211,~挷惍~]
Type     = VarAdd
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
FV       = 6
Value    = -0.0005

[State 3211,~戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
FV       = 7
Value    = 0.075 + FVar(8)
[State 3211,~挷惍~]
Type     = VarAdd
Trigger1 = FVar(8) >= -0.06
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
FV       = 8
Value    = -0.01

[State 3211,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(3211) = 1
Scale    = 0.75 + FVar(1), 0.75 + FVar(1)
[State 3211,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(3212) = 1
Scale    = 0.5 + FVar(3), 0.5 + FVar(3)
[State 3211,~僒僀僘曄峏~]
Type     = Null;AngleDraw
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
Scale    = 0.1 + FVar(5), IfElse(IsHelper(3213) = 1, 2.8, IfElse(IsHelper(3214) = 1, 2.1 , 1.5))+ FVar(7)

[State 3211,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(3213) = 1 || IsHelper(3214) = 1 || IsHelper(3215) = 1
Scale    = 0.1 + FVar(5), IfElse(IsHelper(3213) = 1, 0.1, IfElse(IsHelper(3214) = 1, 0.05 , 0.025))+ FVar(7)*10

[State 3211,~徚嫀~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Var(1) <= -248 || Var(10) <= -248
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 枾晞乽敋墛偺朶孨乿  峌寕
;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 3212]
MoveType = A
Physics  = N
Anim     = 3211
VelSet   = 7.2
SprPriority = 3

[State 3212,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
Flag2    = InVisible
IgnoreHitPause = 1

[State 3212,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256 + Var(10),256
IgnoreHitPause = 1

[State 3212,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 7
V        = 10
Value    = -8

[State 3212,~堏摦懍搙~]
Type     = VelMul
Trigger1 = 1
X        = 0.94

[State 3212,~戝偒偔~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.02
[State 3212,~X 挷惍~]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = -0.01
[State 3212,~Y 挷惍~]
Type     = VarAdd
Trigger1 = 1
FV       = 3
Value    = -0.00001

[State 3212,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.75 + FVar(1) + FVar(2), 2.0 + FVar(1) + FVar(3)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3212,~敋敪~]
Type        = Explod
Trigger1    = Time = 12 || Time = 18 || Time = 24
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -15 + Random%50,-100 + Random%40
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3212,~敋敪~]
Type        = Explod
Trigger1    = Time = 6 || Time = 12 || Time = 18 || Time = 24
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -15 + Random%50,-90 + Random%40
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3212,~敋敪~]
Type        = Explod
Trigger1    = Time = 0 || Time = 6 || Time = 12 || Time = 18 || Time = 24
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -15 + Random%50,-50 + Random%40
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3212,~敋敪~]
Type        = Explod
Trigger1    = Time = 0 || Time = 6 || Time = 12 || Time = 18 || Time = 24
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = 0 + Random%50,0
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3212,~敋敪~]
Type        = Explod
Trigger1    = Time = 0 || Time = 6 || Time = 12 || Time = 18 || Time = 24
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -15 + Random%50,50 + Random%40
OwnPal      = 1
Scale       = 1.5,1.5
SprPriority = 4
[State 3212,~敋敪~]
Type        = Explod
Trigger1    = Time = 6 || Time = 12 || Time = 18 || Time = 24
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -15 + Random%50,90 + Random%40
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3212,~敋敪~]
Type        = Explod
Trigger1    = Time = 12 || Time = 18 || Time = 24
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -15 + Random%50,100 + Random%40
OwnPal      = 1
Scale       = 1,1
SprPriority = 4

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3212,~曗惓~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 3212,~僸僢僩僗僷乕僋~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 3130
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3212,~僈乕僪僗僷乕僋~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3212,~徚嫀~]
Type     = DestroySelf
Trigger1 = Time >= 75
Trigger2 = Var(10) <= -248
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 枾崠乽崠墛偺朶孨乿  峌寕
;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 3213]
MoveType = A
Physics  = N
Anim     = 3212
VelSet   = 7.2
SprPriority = 7

[State 3213,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 3213,~昞帵埵抲~]
Type     = SprPriority
Trigger1 = 1
Value    = 7
IgnoreHitPause = 1

[State 3213,~X~]
Type     = VelAdd
Trigger1 = 1
X        = -Vel X / 15

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3213,~敋敪~]
Type        = Explod
Trigger1    = AnimElem = 2,>= 0 && AnimElem = 4,<= 1 && Time%3 = 0
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -25 + Random%60,-140 + Random%70
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3213,~敋敪~]
Type        = Explod
Trigger1    = AnimElem = 2,>= 0 && AnimElem = 4,<= 1 && Time%3 = 1
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -55 + Random%100,-70 + Random%80
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3213,~敋敪~]
Type        = Explod
Trigger1    = AnimElem = 2,>= 0 && AnimElem = 4,<= 1 && Time%3 = 1
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -55 + Random%100,20 + Random%70
OwnPal      = 1
Scale       = 1,1
SprPriority = 4
[State 3213,~敋敪~]
Type        = Explod
Trigger1    = AnimElem = 2,>= 0 && AnimElem = 4,<= 1 && Time%3 = 0
Anim        = 1001
ID          = 1001
PosType     = P1
Pos         = -25 + Random%60,100 + Random%40
OwnPal      = 1
Scale       = 1,1
SprPriority = 4

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3213,~愒椫~]
Type     = Helper
Trigger1 = Time = 0
Name     = "en"
Stateno  = 3211
ID       = 3213
Pos      = 90,0
PosType  = P1
OwnPal   = 1
Size.XScale = 1
Size.YScale = 1
[State 3213,~愒椫~]
Type     = Helper
Trigger1 = Time = 3
Name     = "en"
Stateno  = 3211
ID       = 3214
Pos      = 90,0
PosType  = P1
OwnPal   = 1
Size.XScale = 1
Size.YScale = 1
[State 3213,~愒椫~]
Type     = Helper
Trigger1 = Time = 6
Name     = "en"
Stateno  = 3211
ID       = 3215
Pos      = 85,0
PosType  = P1
OwnPal   = 1
Size.XScale = 1
Size.YScale = 1
[State 3213,~愒椫~]
Type     = Helper
Trigger1 = Time = 8
Name     = "en"
Stateno  = 3211
ID       = 3215
Pos      = 85,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.75
Size.YScale = 0.75

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3213,~曗惓~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[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 3213,~僸僢僩僗僷乕僋~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H
Stateno  = 6020
ID       = 3130
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3213,~僈乕僪僗僷乕僋~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
StateNo  = 6050
ID       = 6040
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3213,~徚嫀~]
Type     = DestroySelf
Trigger1 = Time >= 75
Trigger2 = AnimTime = 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
; 僸僢僩僗僷乕僋 庛 No.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
[Statedef 6000]
Physics = N
Anim    = 9999

[State 6000]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 6001
ID       = 6001
Pos      = -15+Random%30,-15+Random%30
OwnPal   = 1
Size.XScale = 1
Size.YScale = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 6000]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僗僷乕僋 庛 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 6001]
Physics     = N
Anim        = 6000
SprPriority = 99999

[State 6001]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 6001]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,359

[State 6001]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 37

[State 6001]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.12+FVar(2)

[State 6001]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = -0.015

[State 6001]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.3+FVar(1) , 0.3+FVar(1)

[State 6001]
Type     = AngleSet
Trigger1 = 1
Value    = Var(0)

[State 6001]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 6001]
Type     = DestroySelf
Trigger1 = Time >= 8
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僗僷乕僋 拞 No.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
[Statedef 6010]
Physics = N
Anim    = 9999

[State 6010,~堦屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4
[State 6010,~擇屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,4
[State 6010,~僷儔僷儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 4
Range    = 0,4

[State 6010,~堦屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6010,~擇屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,3
[State 6010,~僷儔僷儔妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 5
Range    = 0,3

[State 6010,~弌尰埵抲~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,30

[State 6010,~堦屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~擇屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 0
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 1
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 2
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 3
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~僷儔僷儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 0
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 1
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 2
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 3
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僗僷乕僋 嫮 No.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
[Statedef 6020]
Physics = N
Anim    = 9999

[State 6020,~堦屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4
[State 6020,~擇屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,4
[State 6020,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 4
Range    = 0,3

[State 6020,~堦屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6020,~擇屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,3
[State 6020,~僶儔僶儔妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 5
Range    = 0,3

[State 6020,~弌尰埵抲~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,30

[State 6020,~堦屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~擇屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 0
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 1
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 2
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 3
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 0
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 1
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 2
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 3
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僗僷乕僋 嫮 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 6023]
Physics     = N
Anim        = 6070
SprPriority = 99999

[State 6023]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 6023]
Type     = VarRandom
Trigger1 = Time = 0
V        = 18
Range    = 0,359

[State 6023]
Type     = VarAdd
Trigger1 = Time >= 5
V        = 1
Value    = 32

[State 6023]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.6,0.6

[State 6023]
Type     = AngleSet
Trigger1 = 1
Value    = Var(18)

[State 6023]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 6023]
Type     = DestroySelf
Trigger1 = AnimTime = 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
; 僸僢僩僄僼僃僋僩 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 6024]
Physics     = N
Anim        = 6071
SprPriority = 99999

[State 6024]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 6024]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,359

[State 6024]
Type     = VarAdd
Trigger1 = Time >= 11
V        = 1
Value    = 31

[State 6024]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1,1

[State 6024]
Type     = AngleSet
Trigger1 = 1
Value    = Var(0)

[State 6024]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 6024]
Type     = DestroySelf
Trigger1 = AnimTime = 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
; 僸僢僩僄僼僃僋僩 昁嶦嫮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 6025]
Physics     = N
Anim        = 9999

[State 6025]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4
[State 6025]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,4

[State 6025]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6025]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,3
[State 6025]
Type     = VarRandom
Trigger1 = Time = 0
V        = 5
Range    = 0,3

[State 6020]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,30

[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 0
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 1
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 2
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 3
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 0
Anim        = 6070
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 0.6,0.6
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 1
Anim        = 6070
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 0.6,0.6
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 2
Anim        = 6070
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 0.6,0.6
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6025]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 3
Anim        = 6070
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 0.6,0.6
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6025]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僄僼僃僋僩 杊屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 6050]
Physics     = N
Anim        = 9999

[State 6050,~岦偒儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6050,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,3

[State 6050,~僈乕僪僄僼僃~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 6050
ID          = 6050
PosType     = P1
Pos         = 10,0
OwnPal      = 1
Scale       = 0.5,0.8
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6050,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6050]
Type     = DestroySelf
Trigger1 = Time >= 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
; 楈寕 No.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
[StateDef 7001]
Physics     = N
Anim        = 9999

[State 7001]
Type        = Explod
Trigger1    = Time = 0
Anim        = 8100
ID          = 8100
PosType     = P1
Pos         = 0,0
OwnPal      = 0
Scale       = 0.5,0.2
ReMoveTime  = 25
SprPriority = 8

[State 7001]
Type     = VarAdd
Trigger1 = 1
V        = 2
Value    = 10

[State 7001]
Type     = VarAdd
Trigger1 = 1
V        = 12
Value    = 9

[State 7001]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Add      = 0,0,0
Mul      = 256-Var(2),256-Var(2),256-Var(12)

[State 7001]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.12+FVar(2)

[State 7001]
Type     = VarAdd
Trigger1 = Time <= 16
FV       = 2
Value    = -0.006
[State 7001]
Type     = VarAdd
Trigger1 = Time >= 17
FV       = 2
Value    = -0.005

[State 7001]
Type     = VarAdd
Trigger1 = 1
FV       = 3
Value    = 0.06+FVar(4)

[State 7001]
Type     = VarAdd
Trigger1 = Time <= 16
FV       = 4
Value    = -0.003
[State 7001]
Type     = VarAdd
Trigger1 = Time >= 17
FV       = 4
Value    = -0.002

[State 7001]
Type     = ModifyExplod
Trigger1 = 1
ID       = 8100
Scale    = 0.5+FVar(1), 0.2+FVar(3)

[State 7001]
Type     = DestroySelf
Trigger1 = Time >= 24
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7010]
Physics     = N
Anim        = 9999

[State 7010]
Type        = Explod
Trigger1    = Time = 0
Anim        = 8104
ID          = 8104
PosType     = P1
Pos         = 0,0
OwnPal      = 0
Scale       = 0.5,0.5
ReMoveTime  = 15
SprPriority = 8

[State 7010]
Type     = VarAdd
Trigger1 = 1
V        = 2
Value    = 17

[State 7010]
Type     = VarAdd
Trigger1 = 1
V        = 12
Value    = 15

[State 7010]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Add      = 0,0,0
Mul      = 256-Var(2),256-Var(2),256-Var(12)

[State 7010]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.3+FVar(2)

[State 7010]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = -0.02

[State 7010]
Type     = ModifyExplod
Trigger1 = 1
ID       = 8104
Scale    = 0.5+FVar(1), 0.5+FVar(1)

[State 7010]
Type     = DestroySelf
Trigger1 = Time >= 14
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 No.3
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7011]
Physics     = N
Anim        = 9999

[State 7011]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3122
ID          = 7011
PosType     = P1
Pos         = 0,0
Vel         = -9+Random%18,-9+Random%18
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7011]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3122
ID          = 7011
PosType     = P1
Pos         = 0,0
Vel         = -9+Random%18,-9+Random%18
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7011]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3122
ID          = 7011
PosType     = P1
Pos         = 0,0
Vel         = -9+Random%18,-9+Random%18
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7011]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3122
ID          = 7011
PosType     = P1
Pos         = 0,0
Vel         = -9+Random%18,-9+Random%18
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7011]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3122
ID          = 7011
PosType     = P1
Pos         = 0,0
Vel         = -9+Random%18,-9+Random%18
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8

[State 7011]
Type     = VarAdd
Trigger1 = Time >= 10
V        = 2
Value    = -10

[State 7011]
Type     = VarAdd
Trigger1 = Time >= 10
V        = 12
Value    = -8

[State 7011]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Add      = 0,0,0
Mul      = 256+Var(2),256+Var(2),256+Var(12)

[State 7011]
Type     = VarSet
Trigger1 = 1
FV       = 1
Value    = 0.7+FVar(2)

[State 7011]
Type     = VarAdd
Trigger1 = Time >= 10
FV       = 2
Value    = -0.04

[State 7011]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7011
Scale    = 0.5+FVar(1), 0.5+FVar(1)

[State 7011]
Type     = DestroySelf
Trigger1 = Time >= 30
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僌儗僀僘 No.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
[StateDef 7100]
Physics     = N
Anim        = 8900
SprPriority = 99999

[State 7100]
Type          = ReversalDef
Trigger1      = 1
Reversal.Attr = SCA, NP, SP, HP
PauseTime     = 0,0
NumHits       = 0
SparkNo       = -1
SparkXY       = 0,0

[State 7100]
Type     = Helper
Trigger1 = MoveHit
Stateno  = 7101
ID       = 7101
Pos      = 0,-40
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 7100]
Type     = Helper
Trigger1 = MoveHit
Stateno  = 7102
ID       = 7102
Pos      = 0,-40
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 7100]
Type     = BindToRoot
Trigger1 = 1
Time     = -1
Pos      = 0,0

[State 7100]
Type     = DestroySelf
Trigger1 = 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
; 僌儗僀僘 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7101]
Type        = A
Physics     = N
Anim        = 9999
SprPriority = 8
VelSet      = 0,0

[State 7101,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = 1
V        = 0
Range    = 0,5

[State 7101,~僒僀僘愝掕~]
Type     = VarSet
Trigger1 = 1
FV       = 1
Value    = IfElse(Var(0) = 0, 0.5, IfElse(Var(0) = 1, 0.45, IfElse(Var(0) = 2, 0.4, IfElse(Var(0) = 3, 0.35, IfElse(Var(0) = 4, 0.3, 0.25)))))

[State 7101,~僌儗僀僘僄僼僃~]
Type        = Explod
Trigger1    = 1
Anim        = 8201
ID          = 8200
PosType     = P1
Pos         = 0,0
OwnPal      = 1
RemoveTime  = 13
Scale       = FVar(1),FVar(1)
Vel         = -5 + Random%10,-5 + Random%10
SprPriority = 8
SuperMoveTime = 999
PauseMoveTime = 999

[State 7101]
Type     = DestroySelf
Trigger1 = Time >= 4
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僌儗僀僘 No.3
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7102]
Physics     = N
Anim        = 9999

[State 7102]
Type     = DestroySelf
Trigger1 = 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
; 杺曽恮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7300]
Physics     = N
SprPriority = -5

[State 7300]
Type     = ChangeAnim
Trigger1 = Anim != [7300,7301]
Value    = 7300
[State 7300]
Type     = ChangeAnim
Trigger1 = Anim = 7300 && AnimTime = 0
Value    = 7301

[State 7300]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7300]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7300]
Type     = PosSet
Trigger1 = 1
X        = Root,Pos X
Y        = 0

[State 7300,~X 僒僀僘憹傗偟~]
Type     = VarAdd
Trigger1 = Anim = 7300 && AnimTime <= -1
FV       = 0
Value    = 0.125/2
[State 7300,~X 僒僀僘憹傗偟~]
Type     = VarAdd
Trigger1 = Anim = 7300 && AnimTime <= -1
FV       = 1
Value    = 0.015

[State 7300, 曄悢]
Type     = VarSet
Trigger1 = Time = 0
FV       = 5
Value    = (Root,Power)+(Root,Power*0.11)

[State 7300]
Type     = AngleDraw
Trigger1 = Time <= 8
Trigger2 = Var(0) = 0 || Var(0) = -180
Scale    = IfElse(Time<9,FVar(0),Root,FVar(5)/FVar(5)),IfElse(Time<9,FVar(1),Root,FVar(5)/FVar(5)*.2)
Value    = Var(0)
[State 7300]
Type     = AngleDraw
Trigger1 = Var(0) = -90 || Var(0) = -270
Scale    = Root,FVar(5)/FVar(5)*.2,Root,FVar(5)/FVar(5)
Value    = Var(0)

[State 7300,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = Anim = 7301 && AnimTime = -1 && Var(0) >= -270
V        = 0
Value    = -90
[State 7300,~妏搙曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 7301 && AnimTime = -1 && Var(0) <= -271
V        = 0
Value    = 0

[State 7300,~X 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 7300 && AnimTime = -1
Trigger3 = Anim = 7301 && AnimTime = -1 && Var(0) = 0
Trigger4 = Anim = 7301 && AnimTime = -1 && Var(0) = -180
FV       = 0
Value    = 1
[State 7300,~X 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Anim = 7301 && AnimTime = -1 && Var(0) = -90
Trigger2 = Anim = 7301 && AnimTime = -1 && Var(0) = -270
FV       = 0
Value    = 0.2

[State 7300,~Y 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Anim = 7301 && AnimTime = -1 && Var(0) = -90
Trigger2 = Anim = 7301 && AnimTime = -1 && Var(0) = -270
FV       = 1
Value    = 1
[State 7300,~Y 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 7300 && AnimTime = -1
Trigger3 = Anim = 7301 && AnimTime = -1 && Var(0) = 0
Trigger4 = Anim = 7301 && AnimTime = -1 && Var(0) = -180
FV       = 1
Value    = 0.2

[State 7300,~徚柵~]
Type     = DestroySelf
Trigger1 = Root,Var(5) != 1
Trigger2 = Root,FVar(5) = 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
; 堧晞敪摦僄僼僃僋僩  僗僷乕僋??
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7500]
Physics = N
Anim    = 7500
SprPriority = 8

[State 7500,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7500,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7500,~怓傪崟偔~]
Type     = VarAdd
Trigger1 = Time >= 20 && Var(0) <= 232
V        = 0
Value    = 24
[State 7500,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7500,~嶰昐屲廫嬨搙夞揮~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7500,~僒僀僘憹傗偟~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.08
[State 7500,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5+FVar(0),0.5+FVar(0)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~儕儞僌1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7501
ID       = 7501
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~儕儞僌2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7501
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~寧偺椫1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~寧偺椫2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~寧偺椫3~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~嵶媴1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴3~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴4~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴5~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴6~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7500,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 30
Trigger2 = Var(0) >= 233
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7501]
Physics     = N
Anim        = 7501
SprPriority = 8

[State 7501,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7501,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7501,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 15 && Var(0) <= 224
V        = 0
Value    = 32
[State 7501,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 15 && Var(1) <= 228
V        = 1
Value    = 28

[State 7501,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7501,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7501) = 1
FV       = 0
Value    = 0.75
[State 7501,~僒僀僘憹壛1~]
Type     = VarAdd
Trigger1 = IsHelper(7501) = 1
FV       = 0
Value    = 0.025

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7501,~僒僀僘愝掕2~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7502) = 1
FV       = 0
Value    = 0.75
[State 7501,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = IsHelper(7502) = 1
FV       = 0
Value    = 0.05

[State 7501,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),FVar(0)

[State 7501,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 229
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂寧偺椫
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7502]
Physics     = N
Anim        = 7502
SprPriority = 8

[State 7502,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7502,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7502,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 7 && Var(0) <= 244
V        = 0
Value    = 12
[State 7502,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 7 && Var(1) <= 246
V        = 1
Value    = 8

[State 7502,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

[State 7502,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7502,~夞揮曽岦梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,1

[State 7502,~妏搙憹壛~]
Type     = AngleAdd
Trigger1 = 1
Value    = IfElse(Var(2) = 1, -1, 0)

[State 7502,~僒僀僘梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,11

[State 7502,~僒僀僘愝掕1~]
Type     = AngleDraw
Trigger1 = Var(3) = 0
Scale    = 0.75 * Cos(Time*0.05),0.75 + Sin(Time*0.05)
[State 7502,~僒僀僘愝掕2~]
Type     = AngleDraw
Trigger1 = Var(3) = 1
Scale    = 0.75 * Cos(Time*0.045),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕3~]
Type     = AngleDraw
Trigger1 = Var(3) = 2
Scale    = 0.75 * Cos(Time*0.04),0.75 + Sin(Time*0.04)
[State 7502,~僒僀僘愝掕4~]
Type     = AngleDraw
Trigger1 = Var(3) = 3
Scale    = 0.75 * Cos(Time*0.035),0.75 + Sin(Time*0.035)
[State 7502,~僒僀僘愝掕5~]
Type     = AngleDraw
Trigger1 = Var(3) = 4
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.03)
[State 7502,~僒僀僘愝掕6~]
Type     = AngleDraw
Trigger1 = Var(3) = 5
Scale    = 0.75 * Cos(Time*0.025),0.75 + Sin(Time*0.025)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7502,~僒僀僘愝掕7~]
Type     = AngleDraw
Trigger1 = Var(3) = 6
Scale    = 0.75 * Cos(Time*0.05),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕8~]
Type     = AngleDraw
Trigger1 = Var(3) = 7
Scale    = 0.75 * Cos(Time*0.04),0.75 + Sin(Time*0.03)
[State 7502,~僒僀僘愝掕9~]
Type     = AngleDraw
Trigger1 = Var(3) = 8
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.035)
[State 7502,~僒僀僘愝掕10~]
Type     = AngleDraw
Trigger1 = Var(3) = 9
Scale    = 0.75 * Cos(Time*0.045),0.75 + Sin(Time*0.04)
[State 7502,~僒僀僘愝掕11~]
Type     = AngleDraw
Trigger1 = Var(3) = 10
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕12~]
Type     = AngleDraw
Trigger1 = Var(3) = 11
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.035)

[State 7502,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 247
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂嵶媴
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7503]
Physics     = N
Anim        = 7503
SprPriority = 8

[State 7503,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7503,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7503,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 240
V        = 0
Value    = 16
[State 7503,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(1) <= 244
V        = 1
Value    = 12

[State 7503,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

[State 7503,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7503,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 0.5
[State 7503,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.025

[State 7503,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),0.5

[State 7503,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7550]
Physics     = N
Anim        = 7550
SprPriority = 8

[State 7550,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7550,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7550,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Var(2) <= 240
V        = 2
Value    = 16
[State 7550,~惵曄峏~]
Type     = VarAdd
Trigger1 = Var(3) <= 244
V        = 3
Value    = 12

[State 7550,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(2),256-Var(2),256-Var(3)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7550) = 1
FV       = 1
Value    = 0.75
[State 7550,~僒僀僘憹壛1~]
Type     = VarAdd
Trigger1 = IsHelper(7550) = 1
FV       = 1
Value    = 0.025+FVar(2)
[State 7550,~僒僀僘愝掕2~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7551) = 1
FV       = 1
Value    = 0.9
[State 7550,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = IsHelper(7551) = 1
FV       = 1
Value    = 0.065+FVar(2)
[State 7550,~僒僀僘愝掕3~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7552) = 1
FV       = 1
Value    = 1.05
[State 7550,~僒僀僘憹壛3~]
Type     = VarAdd
Trigger1 = IsHelper(7552) = 1
FV       = 1
Value    = 0.105+FVar(2)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘愝掕4~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7553) = 1
FV       = 1
Value    = 0.85
[State 7550,~僒僀僘憹壛4~]
Type     = VarAdd
Trigger1 = IsHelper(7553) = 1
FV       = 1
Value    = 0.02+FVar(2)
[State 7550,~僒僀僘愝掕5~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7554) = 1
FV       = 1
Value    = 1.05
[State 7550,~僒僀僘憹壛5~]
Type     = VarAdd
Trigger1 = IsHelper(7554) = 1
FV       = 1
Value    = 0.05+FVar(2)
[State 7550,~僒僀僘愝掕6~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7555) = 1
FV       = 1
Value    = 1.2
[State 7550,~僒僀僘憹壛6~]
Type     = VarAdd
Trigger1 = IsHelper(7555) = 1
FV       = 1
Value    = 0.09+FVar(2)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘挷惍~]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = IfElse(Time <= 15, -FVar(1)/800, -FVar(1)/400)

[State 7550,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(1),FVar(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~儕儞僌1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7554
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7555
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~嵶媴1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴6~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~揹婥1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥6~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥7~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥8~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7550,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(3) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂嵶媴
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7551]
Physics     = N
Anim        = 7551
SprPriority = 8

[State 7551,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7551,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7551,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 244
V        = 0
Value    = 12

[State 7551,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7551,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7551,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 0.5
[State 7551,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.025

[State 7551,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),0.5

[State 7551,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(0) >= 244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂揹婥
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7552]
Physics     = N
Anim        = 7552
SprPriority = 8

[State 7552,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7552,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7552,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 246
V        = 0
Value    = 10

[State 7552,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7552,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7552,~妏搙梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 20
Value    = 0,1

[State 7552,~妏搙憹尭~]
Type     = AngleAdd
Trigger1 = 1
Value    = IfElse(Var(20) = 0, 1, -1)

[State 7552,~僒僀僘愝掕~]
Type     = AngleDraw
Trigger1 = IsHelper(7552)
Scale    = 1.5,1.5
[State 7552,~僒僀僘愝掕~]
Type     = AngleDraw
Trigger1 = IsHelper(7553)
Scale    = 1,0.5

[State 7552,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僷儚乕僄僼僃僋僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7900]
Physics     = N
Anim        = 9999

[State 7900]
Type     = BindToRoot
Trigger1 = 1
Time     = -1
Pos      = 0,-30

[State 7900]
Type     = VarRandom
Trigger1 = 1
V        = 0
Range    = 0,15

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 0 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 0,-100
Vel         = 0,5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 1 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 30,-75
Vel         = -1.5,3.65
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 2 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 60,-50
Vel         = -3,2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 3 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 60,-25
Vel         = -3,1.25
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 4 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 100,0
Vel         = -5,0
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 5 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 90,25
Vel         = -3.5,-1.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 6 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 60,50
Vel         = -2.5,-2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 7 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = 30,75
Vel         = -1.5,-3.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 8 && Time%4 = 0
Anim        = 7100
ID          = 7070
Pos         = 0,100
Vel         = 0,-5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 9 && Time%4 = 0
Anim        = 7100
ID          = 7070
Pos         = -30,75
Vel         = 1.5,-3.75
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 10 && Time%4 = 0
Anim        = 7100
ID          = 7070
Pos         = -60,50
Vel         = 3,-2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 11 && Time%4 = 0
Anim        = 7100
ID          = 7070
Pos         = -90,25
Vel         = 4.5,-1.25
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 12 && Time%4 = 0
Anim        = 7100
ID          = 7070
Pos         = -120,0
Vel         = 6,0
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 13 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = -90,-25
Vel         = 4.5,1.75
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 14 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = -60,-50
Vel         = 3,2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7900)
Trigger1    = Var(0) = 15 && Time%4 = 0
Anim        = 7100
ID          = 7070
PosType     = P1
Pos         = -30,-75
Vel         = 1.5,3.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 0 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 0,-100
Vel         = 0,5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 1 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 30,-75
Vel         = -1.5,3.65
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 2 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 60,-50
Vel         = -3,2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 3 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 60,-25
Vel         = -3,1.25
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 4 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 100,0
Vel         = -5,0
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 5 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 90,25
Vel         = -3.5,-1.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 6 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 60,50
Vel         = -2.5,-2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 7 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = 30,75
Vel         = -1.5,-3.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 8 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
Pos         = 0,100
Vel         = 0,-5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 9 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
Pos         = -30,75
Vel         = 1.5,-3.75
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 10 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
Pos         = -60,50
Vel         = 3,-2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 11 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
Pos         = -90,25
Vel         = 4.5,-1.25
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 12 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
Pos         = -120,0
Vel         = 6,0
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 13 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = -90,-25
Vel         = 4.5,1.75
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 14 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = -60,-50
Vel         = 3,2.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7900]
Type        = Explod
Trigger1    = IsHelper(7901)
Trigger1    = Var(0) = 15 && Time%4 = 0
Anim        = IfElse(Root,Life >= 801, 7100, 7101)
ID          = 7070
PosType     = P1
Pos         = -30,-75
Vel         = 1.5,3.5
OwnPal      = 1
Random      = 12,0
Scale       = 1,1
SprPriority = -5
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7900]
Type     = DestroySelf
Trigger1 = (Time >= 40) && (Root,StateNo != [3151,3152])
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僇僢僩僀儞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 9100]
Physics = N
Anim    = 9999

[State 9100]
Type        = Explod
Trigger1    = IsHelper(9100) && Time >= 1 && TeamSide = 1
Anim        = 9100
ID          = 9100
PosType     = Left
Pos         = -50+Var(0),250
Facing      = 1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100]
Type        = Explod
Trigger1    = IsHelper(9100) && Time >= 1 && TeamSide = 2
Anim        = 9100
ID          = 9100
PosType     = Right
Pos         = 50-Var(0),250
Facing      = -1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100]
Type        = Explod
Trigger1    = IsHelper(9101) && Time >= 1 && TeamSide = 1
Anim        = 9101
ID          = 9100
PosType     = Left
Pos         = -50+Var(0),250
Facing      = 1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100]
Type        = Explod
Trigger1    = IsHelper(9101) && Time >= 1 && TeamSide = 2
Anim        = 9101
ID          = 9100
PosType     = Right
Pos         = 50-Var(0),250
Facing      = -1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 9100]
Type     = VarAdd
Trigger1 = Time >= 2
V        = 0
Value    = 1

[State 9100,~敀偔~]
Type     = VarAdd
Trigger1 = Time <= 19 && Var(1) <= 128
V        = 1
Value    = 8
[State 9100,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 40 && Var(1) >= 8
V        = 1
Value    = -8

[State 9100,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 0+Var(1),0+Var(1),0+Var(1)

[State 9100]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 9100]
Type     = DestroySelf
Trigger1 = Time >= 59
Trigger2 = Var(1) <= -249
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈椡僎乕僕丒曗彆學  No.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
[Statedef 9990]
Physics = N
Anim    = 9999

[State 9990]
Type     = ParentVarSet
Trigger1 = Time = 0
FV       = 4
Value    = 1000

[State 9990,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7001
[State 9990,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7002
[State 9990,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7000

[State 9990]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7001) = 0
Trigger1    = Root,FVar(4) >= 0.0001
Anim        = 7001
ID          = 7001
Pos         = IfElse(Root,TeamSide = 1, 5, 317),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) <= 0
ID       = 7001

[State 9990]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7002) = 0
Trigger1    = Root,FVar(4) <= -0.0001
Anim        = 7002
ID          = 7002
Pos         = IfElse(Root,TeamSide = 1, 5, 317),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0
ID       = 7002

[State 9990]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7000) = 0
Trigger1    = Root,FVar(4) <= -0.001
Trigger2    = Root,FVar(4) >= 0.001
Anim        = 7000
ID          = 7000
Pos         = IfElse(Root,TeamSide = 1, 5, 214+30),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
RemoveTime  = -1
SprPriority = 5
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = NumExplod(7000) >= 2
ID       = 7000

[State 9990]
Type     = ModifyExplod
Trigger1 = NumExplod(7001) >= 1
ID       = 7001
Scale    = Root,FVar(4)/2800,0.35

[State 9990]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,0

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6000) >= 1
Trigger2 = NumHelper(6015) >= 1
Value    = S1, 0
Channel  = 1

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6010) >= 1
Trigger2 = NumHelper(299) >= 1
Value    = S1, 1
Channel  = 1

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6020) >= 1
Trigger2 = NumHelper(1009) >= 1 || NumHelper(1059) >= 1
Trigger3 = NumHelper(3123) >= 1 || NumHelper(3130) >= 1
Value    = S1, 2
Channel  = 2

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6025) >= 1
Value    = S1, 3
Channel  = 3

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6030) >= 1
Trigger2 = NumHelper(6035) >= 1
Value    = S1, 4
Channel  = 1

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6040) >= 1
Trigger2 = NumHelper(6032) >= 1
Value    = S1, 8
Channel  = 5

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6050) >= 1
Value    = S1, 6
Channel  = 4

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(6052) >= 1
Value    = S1, 7
Channel  = 4

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(7102) >= 1
Value    = S2, 3
Channel  = 8

[State 9990]
Type     = PlaySnd
Trigger1 = NumHelper(3000) >= 1
Value    = S3, 13
Channel  = 11

[State 9990]
Type     = PlaySnd
Trigger1 = Root,NumProjID(406) >= 1
Value    = S3, 6
Channel  = 10

[State 9990]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3007) >= 1
Value    = S3,15
Channel  = 12

[State 9990]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3008) >= 1
Value    = S2,2
Channel  = 11
[State 9990]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3008) >= 1
Value    = S3,2
Channel  = 12

[State 9990]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3146) >= 1
Value    = S3,27
Channel  = 13

[State 9990]
Type     = ParentVarAdd
Trigger1 = NumHelper(299) >= 1 || NumHelper(1059) >= 1
FV       = 3
Value    = -.02
[State 9990]
Type     = ParentVarAdd
Trigger1 = NumHelper(1009) >= 1 || NumHelper(3123) >= 1 || NumHelper(3130) >= 1
FV       = 3
Value    = -.05

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) != 1
V        = 2
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 2
Value    = 1

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 1 && Var(2) = 1
V        = 1
Value    = 40
[State 9990]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -72
V        = 1
Value    = -8
[State 9990]
Type     = VarAdd
Trigger1 = Root,Var(5) != 1 && Var(1) <= -4
V        = 1
Value    = 4

[State 9990]
Type     = BGPalFx
Trigger1 = Var(1) <= -1
Time     = 999
Add      = Var(1),Var(1),Var(1)

[State 9990]
Type     = ParentVarAdd
Trigger1 = Root,Var(5) = 1
FV       = 5
Value    = -2

[State 9990]
Type      = ParentVarAdd
Trigger1  = NumHelper(299) >= 1 || NumHelper(1009) >= 1 || NumHelper(1059) >= 1
Trigger2  = NumHelper(6000) >= 1
Trigger3  = NumHelper(6010) >= 1
Trigger4  = NumHelper(6015) >= 1
Trigger5  = NumHelper(6020) >= 1
Trigger6  = NumHelper(6025) >= 1
Trigger7  = NumHelper(6030) >= 1
Trigger8  = NumHelper(6032) >= 1
Trigger9  = NumHelper(6035) >= 1
Trigger10 = NumHelper(6040) >= 1
Trigger11 = NumHelper(6050) >= 1
Trigger12 = NumHelper(6052) >= 1
V         = 20
Value     = 1

;劅劅劅劅劅劅劅劅劅

[State 9990,~暥帤抲偒~]
Type        = Explod
TriggerAll  = Time >= 1
Trigger1    = Root,Var(5) = 1 && Var(23) = 0
Trigger2    = Root,Var(5) = 1 && Var(23) >= 20
Anim        = IfElse(Var(23) <= 19, 7200, 7201)
ID          = 7200
PosType     = Left
Pos         = Ifelse(Root,TeamSide = 1, 10, 240),190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = IfElse(Var(23) <= 19, 20, 1)
Scale       = 0.5,0.5
SprPriority = 4
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~堧晞暥帤1P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 0 && Root,TeamSide = 1
Anim        = IfElse(Root,Var(50) <= 1, 7220, IfElse(Root,Var(50) >= 3, 7222, 7221))
ID          = 7220
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~堧晞暥帤2P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 0 && Root,TeamSide != 1
Anim        = IfElse(Root,Var(50) <= 1, 7240, IfElse(Root,Var(50) >= 3, 7242, 7241))
ID          = 7220
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~擉晞暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) <= 1 && Root,Var(59) = 0
Anim        = IfElse(Root,Var(51) <= 1, 7223, IfElse(Root,Var(51) >= 3, 7225, 7224))
ID          = 7220
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~擉晞暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) <= 1 && Root,Var(59) = 0
Anim        = IfElse(Root,Var(51) <= 1, 7243, IfElse(Root,Var(51) >= 3, 7245, 7244))
ID          = 7220
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~懘偺懠暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7226+Root,Var(58)-2
ID          = 7220
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~懘偺懠暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7246+Root,Var(58)-2
ID          = 7220
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7220
Scale    = 3.5+FVar(1),3.5+FVar(1)
;劅劅劅劅劅劅劅劅劅

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
FV       = 1
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) <= 30 && FVar(1) >= -2.9
FV       = 1
Value    = -0.1
[State 9990]
Type     = VarSet
Trigger1 = Var(23) >= 30 || FVar(1) <= -3
FV       = 1
Value    = -3

;劅劅劅劅劅劅劅劅劅

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 23
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 23
Value    = 1

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 24
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [41,50]
V        = 24
Value    = 20
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [51,52]
V        = 24
Value    = 15
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [53,54]
V        = 24
Value    = 10
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [55,56]
V        = 24
Value    = 5
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = 57
V        = 24
Value    = 3
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [58,59]
V        = 24
Value    = 2
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [60,62]
V        = 24
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9990]
Type     = ChangeState
Trigger1 = Root,FVar(4) <= 0 
Value    = 9991

[State 9990]
Type     = AssertSpecial
Trigger1 = Root,Var(33) = 2
Trigger1 = Root,StateNo = [3151,3152]
Flag     = NoBarDisplay

[State 9990]
Type     = DestroySelf
Trigger1 = NumHelper(9990) >= 2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈椡僎乕僕丒曗彆學 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 9991]
Physics = N
Anim    = 9999

[State 9991]
Type     = PlaySnd
Trigger1 = Time = 0
Value    = S2, 9
Channel  = -1

[State 9991]
Type     = ParentVarSet
Trigger1 = FVar(5) <= 0.0002
FV       = 4
Value    = 0

[State 9991]
Type     = VarSet
Trigger1 = Time = 0
FV       = 5
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = FVar(5) <= 0.5
FV       = 5
Value    = 0.001

[State 9991]
Type     = ParentVarSet
Trigger1 = FVar(5) >= 0.5
FV       = 4
Value    = 1000

[State 9991]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) <= 0
ID       = 7001

[State 9991,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7001
[State 9991,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7002
[State 9991,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7000

[State 9991]
Type        = Explod
TriggerAll  = RoundState = 2
Trigger1    = NumExplod(7002) = 0
Anim        = 7002
ID          = 7002
Pos         = IfElse(Root,TeamSide = 1, 5, 317),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9991]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0.00001
ID       = 7002

[State 9991]
Type        = Explod
TriggerAll  = RoundState = 2
Trigger1    = NumExplod(7000) = 0
Anim        = 7000
ID          = 7000
Pos         = Ifelse(Root,TeamSide = 1, 5, 214+30),217
PosType     = Left
Facing      = Ifelse(Root,TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
RemoveTime  = -1
SprPriority = 5
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9991]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = NumExplod(7000) >= 2
ID       = 7000

[State 9991]
Type     = ModifyExplod
Trigger1 = NumExplod(7002) >= 1
ID       = 7002
Scale    = FVar(5)/1.40,0.35

[State 9991]
Type     = PlaySnd
Trigger1 = Root,FVar(4) >= 1000
Value    = S2,10
Channel  = -1

[State 9991]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,0

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6000) >= 1
Trigger2 = NumHelper(6015) >= 1
Value    = S1, 0
Channel  = 1

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6010) >= 1
Trigger2 = NumHelper(299) >= 1
Value    = S1, 1
Channel  = 1

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6020) >= 1
Trigger2 = NumHelper(1009) >= 1 || NumHelper(1059) >= 1
Trigger3 = NumHelper(3123) >= 1 || NumHelper(3130) >= 1
Value    = S1, 2
Channel  = 2

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6025) >= 1
Value    = S1, 3
Channel  = 3

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6030) >= 1
Trigger2 = NumHelper(6035) >= 1
Value    = S1, 4
Channel  = 1

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6040) >= 1
Trigger2 = NumHelper(6032) >= 1
Value    = S1, 8
Channel  = 5

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6050) >= 1
Value    = S1, 6
Channel  = 4

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(6052) >= 1
Value    = S1, 7
Channel  = 4

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(7102) >= 1
Value    = S2, 3
Channel  = 8

[State 9991]
Type     = PlaySnd
Trigger1 = NumHelper(3000) >= 1
Value    = S3, 13
Channel  = 11

[State 9991]
Type     = PlaySnd
Trigger1 = Root,NumProjID(406) >= 1
Value    = S3, 6
Channel  = 10

[State 9991]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3007) >= 1
Value    = S3,15
Channel  = 12

[State 9991]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3008) >= 1
Value    = S2,2
Channel  = 11
[State 9991]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3008) >= 1
Value    = S3,2
Channel  = 12

[State 9991]
Type     = PlaySnd
Trigger1 = Root,NumProjID(3146) >= 1
Value    = S3,27
Channel  = 13

[State 9991]
Type     = ParentVarAdd
Trigger1 = NumHelper(299) >= 1 || NumHelper(1059) >= 1
FV       = 3
Value    = -.02
[State 9991]
Type     = ParentVarAdd
Trigger1 = NumHelper(1009) >= 1 || NumHelper(3123) >= 1 || NumHelper(3130) >= 1
FV       = 3
Value    = -.05

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) != 1
V        = 2
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 2
Value    = 1

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 1 && Var(2) = 1
V        = 1
Value    = 40
[State 9991]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -72
V        = 1
Value    = -8
[State 9991]
Type     = VarAdd
Trigger1 = Root,Var(5) != 1 && Var(1) <= -4
V        = 1
Value    = 4

[State 9991]
Type     = BGPalFx
Trigger1 = Var(1) <= -1
Time     = 999
Add      = Var(1),Var(1),Var(1)

[State 9991]
Type     = ParentVarAdd
Trigger1 = Root,Var(5) = 1
FV       = 5
Value    = -2

[State 9991]
Type      = ParentVarAdd
Trigger1  = NumHelper(299) >= 1 || NumHelper(1009) >= 1 || NumHelper(1059) >= 1
Trigger2  = NumHelper(6000) >= 1
Trigger3  = NumHelper(6010) >= 1
Trigger4  = NumHelper(6015) >= 1
Trigger5  = NumHelper(6020) >= 1
Trigger6  = NumHelper(6025) >= 1
Trigger7  = NumHelper(6030) >= 1
Trigger8  = NumHelper(6032) >= 1
Trigger9  = NumHelper(6035) >= 1
Trigger10 = NumHelper(6040) >= 1
Trigger11 = NumHelper(6050) >= 1
Trigger12 = NumHelper(6052) >= 1
V         = 20
Value     = 1

;劅劅劅劅劅劅劅劅劅

[State 9991,~暥帤抲偒~]
Type        = Explod
TriggerAll  = Time >= 1
Trigger1    = Root,Var(5) = 1 && Var(23) = 0
Trigger2    = Root,Var(5) = 1 && Var(23) >= 20
Anim        = IfElse(Var(23) <= 19, 7200, 7201)
ID          = 7200
PosType     = Left
Pos         = Ifelse(Root,TeamSide = 1, 10, 240),190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = IfElse(Var(23) <= 19, 20, 1)
Scale       = 0.5,0.5
SprPriority = 4
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~堧晞暥帤1P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 0 && Root,TeamSide = 1
Anim        = IfElse(Root,Var(50) <= 1, 7220, IfElse(Root,Var(50) >= 3, 7222, 7221))
ID          = 7220
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~堧晞暥帤2P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 0 && Root,TeamSide != 1
Anim        = IfElse(Root,Var(50) <= 1, 7240, IfElse(Root,Var(50) >= 3, 7242, 7241))
ID          = 7220
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~擉晞暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) <= 1 && Root,Var(59) = 0
Anim        = IfElse(Root,Var(51) <= 1, 7223, IfElse(Root,Var(51) >= 3, 7225, 7224))
ID          = 7220
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~擉晞暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) <= 1 && Root,Var(59) = 0
Anim        = IfElse(Root,Var(51) <= 1, 7243, IfElse(Root,Var(51) >= 3, 7245, 7244))
ID          = 7220
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~懘偺懠暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7226+Root,Var(58)-2
ID          = 7220
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~懘偺懠暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(52) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7246+Root,Var(58)-2
ID          = 7220
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7220
Scale    = 3.5+FVar(1),3.5+FVar(1)
;劅劅劅劅劅劅劅劅劅

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
FV       = 1
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) <= 30 && FVar(1) >= -2.9
FV       = 1
Value    = -0.1
[State 9991]
Type     = VarSet
Trigger1 = Var(23) >= 30 || FVar(1) <= -3
FV       = 1
Value    = -3

;劅劅劅劅劅劅劅劅劅

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 23
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 23
Value    = 1

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 24
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [41,50]
V        = 24
Value    = 20
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [51,52]
V        = 24
Value    = 15
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [53,54]
V        = 24
Value    = 10
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [55,56]
V        = 24
Value    = 5
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = 57
V        = 24
Value    = 3
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [58,59]
V        = 24
Value    = 2
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [60,62]
V        = 24
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9991]
Type     = ChangeState
Trigger1 = Root,FVar(4) >= 1000
Value    = 9990

[State 9991]
Type     = AssertSpecial
Trigger1 = Root,Var(33) = 2
Trigger1 = Root,StateNo = [3151,3152]
Flag     = NoBarDisplay

[State 9991]
Type     = DestroySelf
Trigger1 = NumHelper(9990) >= 2
;====================<HOLINESS>====================
[Statedef 666]
type=A
physics=N
anim=9999;root,anim
sprpriority=2
ctrl=0

[State 201, PlaySnd]
type = PlaySnd
triggerall = roundno!=1
trigger1 = time = 0
value = S0,8
channel = 6
freqmul = 1.5
volume = 255

[State 77, noshadow]
type=assertspecial
trigger1=1
flag=noshadow

[State 0, SuperPause]
type = SuperPause
trigger1 = 1
time = 0
anim = -1
pos = 0,0
move = 99999999999999
darken = 0
p2defmul = 0
poweradd = 0
unhittable = 0
ignorehitpause = 1
persistent = 1

[State 0, Pause]
type = Pause
trigger1 = 1
time = 0
movetime = 9999999
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = timerfreeze
flag3 = timerfreeze
ignorehitpause = 1
persistent = 1

[State 77, custom]
type=assertspecial
trigger1=ishelper
flag=invisible

[State 0, PosSet]
type = PosSet
trigger1 = ishelper
x = root,pos x
y = root,pos y
ignorehitpause = 1
persistent = 1

[State 0, SelfState]
type = SelfState
trigger1 = movereversed
trigger2 = gethitvar(damage)>0
value = 666
ignorehitpause = 1
persistent = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = 12
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1
persistent = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = 1
time = 0
anim = -1
pos = 0,0
move = 99999999999999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 0
ignorehitpause =  1
persistent = 1

[State 0, Pause]
type = Pause
trigger1 = 1
time = 0
movetime = 9999
ignorehitpause = 1
persistent = 1
;====================<HOLINESS>====================
[Statedef 66]
type=A
physics=N
anim=9999
sprpriority=1
ctrl=0

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=100
ignorehitpause = 1
persistent = 1
