;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]攷楉傾儈儏儗僢僩俛
;--------------------------------------------------
[StateDef 1010]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1010
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

;--------------------幩寕壒
[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = S200, 5
Channel = 2

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = S895, 0+random%2
Channel = 1

[state a]
type = varset
Trigger1 = AnimElem = 9,=1
var(57) = (numhelper(6200) = 0)

;--------------------峌寕忬懺廔椆
[State 1010, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I

;--------------------廔椆
[State 1010, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]攷楉傾儈儏儗僢僩俛丂嬻拞
;--------------------------------------------------
[StateDef 1015]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 1015
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

;--------------------懍搙愝掕
[State 1015, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.20
Y = 0.20

;--------------------幩寕壒
[State 1015, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S200, 5
Channel = 2

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S895, 0+random%2
Channel = 1

[state a]
type = varset
Trigger1 = AnimElem = 5,=1
var(57) = (numhelper(6200) = 0)

;--------------------廔椆
[State 1015, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 1015, PosSet]
Type = PosSet
Trigger1 = Pos Y > 0
Y = 0

[State 1015, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I
Physics = A

[State 1015, ChangeState]
Type = ChangeState
Trigger1 = AnimElem = 9
Value = 51
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]徃揤廟俙
;--------------------------------------------------
[StateDef 1020]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1020
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 100, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
trigger1 = !ishelper(6904)
Time = 45
Length = 10
PalBright = 0, 0, 0
PalContrast = 192, 0, 0
PalAdd = -60, -60, -60
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------懍搙愝掕
[State 1020, VelSet]
Type = VelSet
Trigger1 = AnimElem = 6
X = 21
Y = -4.0

[State 1020, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 6
StateType = A
Physics = N

[State 1020, VelAdd]
Type = VelAdd
Trigger1 = AnimElem = 6, >0
Y = 0.46

[State 1020, VelMul]
Type = VelMul
Trigger1 = AnimElem = 9, >=0
X = 0.95

;--------------------慺怳傝壒
[State 3160, PlaySnd]
Type = PlaySnd
Trigger1 = time = 0
Value = S899, 3
Channel = 2

[State 1020, PlaySnd]
Type = PlaySnd
Trigger1 = Anim = 1020
Trigger1 = AnimElem = 5
Value = S200, 3
Channel = 1

[State 1020, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 6220
ID = 6220
Pos = 0, 0
PosType = P1
BindTime = -1
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 1020, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 6225
ID = 6225
Pos = 0, 0
PosType = P1
SprPriority = 2
OnTop = 0
OwnPal = 1
IgnoreHitPause = 1

[State 1020, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 6226
ID = 6226
Pos = 0, 0
PosType = P1
SprPriority = 2
OnTop = 0
OwnPal = 1
IgnoreHitPause = 1

;--------------------峌寕愝掕
[State 102]
type = Projectile
trigger1 = AnimElem = 6, = 1
projanim = 11020
projremove = 1
projremovetime = 3
projid = 11020
velocity = vel x,vel y
accel = 0,0.5
Attr = A, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 99, 99
PauseTime = 10, 19
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 49
Ground.HitTime = 71
Guard.HitTime = 23
Air.HitTime  = 56
Guard.CtrlTime = 20
Guard.Dist = 88
Ground.Velocity = -9, -6
Guard.Velocity = -6
Air.Velocity = -21, -6
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 20
Fall = 0
Air.Fall = 0
GivePower = 10, -13000
hitonce = 0

;--------------------僸僢僩屻張棟
[State 1020, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(11020)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(30+(-30+P2Dist X)*0.5), Floor(-50+(50+P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))*0.5)
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------拝抧屻
[State 1020, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 1020
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 1021

[State 1020, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 1021
StateType = S
Physics = S

[State 1020, VelSet]
Type = VelSet
Trigger1 = Anim = 1021
X = 0
Y = 0

[State 1020, PosSet]
Type = PosSet
Trigger1 = Anim = 1021
Y = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-30,70]
trigger1 = AnimElem = 7, = 1
Value = 600

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-40,40]
trigger1 = AnimElem = 7, = 1
Value = 620

;--------------------廔椆
[State 1020, ChangeState]
Type = ChangeState
Trigger1 = Anim = 1021
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]徃揤廟俛
;--------------------------------------------------
[StateDef 1030]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1030
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 100, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
trigger1 = !ishelper(6904)
Time = 45
Length = 10
PalBright = 0, 0, 0
PalContrast = 192, 0, 0
PalAdd = -60, -60, -60
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------懍搙愝掕
[State 1030, VelSet]
Type = VelSet
Trigger1 = AnimElem = 6
X = 30.0
Y = -5.98

[State 1030, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 6
StateType = A
Physics = N

[State 1030, VelAdd]
Type = VelAdd
Trigger1 = AnimElem = 6, >0
Y = 0.46

[State 1030, VelMul]
Type = VelMul
Trigger1 = AnimElem = 9, >=0
X = 0.95

;--------------------慺怳傝壒
[State 3160, PlaySnd]
Type = PlaySnd
Trigger1 = time = 0
Value = S899, 3
Channel = 2

[State 1030, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = S200, 3
Channel = 1

[State 1030, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 6220
ID = 6220
Pos = 0, 0
PosType = P1
BindTime = -1
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 1030, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 6225
ID = 6225
Pos = 0, 0
PosType = P1
SprPriority = 2
OnTop = 0
OwnPal = 1
IgnoreHitPause = 1

[State 1030, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 6226
ID = 6226
Pos = 0, 0
PosType = P1
SprPriority = 2
OnTop = 0
OwnPal = 1
IgnoreHitPause = 1

;--------------------峌寕愝掕
[State 103]
type = Projectile
trigger1 = AnimElem = 6, = 1
projanim = 11030
projremove = 1
projremovetime = 3
projid = 11030
velocity = vel x,vel y
accel = 0,0.5
Attr = A, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 99, 99
PauseTime = 10, 22
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 55
Ground.HitTime = 55
Guard.HitTime = 20
Air.HitTime  = 55
Guard.CtrlTime = 24
Guard.Dist = 85
Ground.Velocity = -1, -10
Guard.Velocity = -6
Air.Velocity = -1, -10
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 20
Fall = 0
Air.Fall = 0
GivePower = 10, -91309

;--------------------僸僢僩屻張棟
[State 1030, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(11030)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(30+(-30+P2Dist X)*0.5), Floor(-50+(50+P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))*0.5)
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-30,70]
trigger1 = AnimElem = 7, = 1
Value = 600

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-40,40]
trigger1 = AnimElem = 7, = 1
Value = 620

;--------------------廔椆
[State 1030, ChangeState]
Type = ChangeState
Trigger1 = Anim = 1030
Trigger1 = AnimElem = 8
Value = 1031

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]徃揤廟俛乮懡廳僗僥偐傜暅婣乯
;--------------------------------------------------
[StateDef 1031]
Type = U
MoveType= I
Physics = U
MoveHitPersist = 1

;--------------------僗僥乕僩忣曬弶婜壔
[State 1031, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = 0

;--------------------懍搙愝掕
[State 1031, VelAdd]
Type = VelAdd
Trigger1 = Anim = 1030
Trigger1 = AnimElem = 6, >0
Y = 0.46

[State 1031, VelMul]
Type = VelMul
Trigger1 = Anim = 1030
Trigger1 = AnimElem = 9, >=0
X = 0.95

;--------------------拝抧屻
[State 1031, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 1030
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 1021

[State 1031, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 1021
StateType = S
Physics = S

[State 1031, VelSet]
Type = VelSet
Trigger1 = Anim = 1021
X = 0
Y = 0

[State 1031, PosSet]
Type = PosSet
Trigger1 = Anim = 1021
Y = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-100,10]
Trigger1 = Anim = 1021
Trigger1 = AnimTime = 0
Value = 200

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
Trigger1 = Anim = 1021
Trigger1 = AnimTime = 0
Value = 400

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(14) = [-200,-50]
Trigger1 = Anim = 1021
Trigger1 = AnimTime = 0
Value = 1067

;--------------------廔椆
[State 1031, ChangeState]
Type = ChangeState
Trigger1 = Anim = 1021
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]寈惲恮俙
;--------------------------------------------------
[StateDef 1040]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1040
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

;--------------------彅悢抣愝掕
[State 1040, VarSet];晞僞僀僾
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 0

;--------------------幩寕壒
[State 1040, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 9
Value = S200, 4
Channel = 2

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 9
Value = S895, 0+random%2
Channel = 1

[State 1040, Helper]
Type = Helper
Trigger1 = AnimElem = 9
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 70, -46
ID = 6240
StateNo = 6240
Name = "Keiseijin"
helpertype = player

[state a]
type = varset
Trigger1 = AnimElem = 10,=1
var(57) = (numhelper(6240) = 0)

;--------------------峌寕忬懺廔椆
[State 1040, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 10
MoveType = I

;--------------------廔椆
[State 1040, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]寈惲恮俙乮嬻拞乯
;--------------------------------------------------
[StateDef 1045]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 1045
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

;--------------------懍搙愝掕
[State 1045, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.20
Y = 0.20

;--------------------彅悢抣愝掕
[State 1045, VarSet];晞僞僀僾
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 0

;--------------------幩寕壒
[State 1045, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S200, 4
Channel = 2

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S895, 0+random%2
Channel = 1

[State 1045, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 19, -57
ID = 6240
StateNo = 6240
Name = "Keiseijin"
helpertype = player

[state a]
type = varset
Trigger1 = AnimElem = 5,=1
var(57) = (numhelper(6240) = 0)

;--------------------廔椆
[State 1045, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 1045, PosSet]
Type = PosSet
Trigger1 = Pos Y > 0
Y = 0

[State 1045, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I
Physics = A

[State 1045, ChangeState]
Type = ChangeState
Trigger1 = AnimElem = 9
Value = 51
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]寈惲恮俛
;--------------------------------------------------
[StateDef 1050]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1040
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

;--------------------彅悢抣愝掕
[State 1050, VarSet];晞僞僀僾
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 1

;--------------------幩寕壒
[State 1050, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 9
Value = S200, 4
Channel = 2

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 9
Value = S895, 0+random%2
Channel = 1

[State 1050, Helper]
Type = Helper
Trigger1 = AnimElem = 9
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 70, -46
ID = 6240
StateNo = 6240
Name = "Keiseijin"
helpertype = player

[state a]
type = varset
Trigger1 = AnimElem = 10,=1
var(57) = (numhelper(6240) = 0)

;--------------------峌寕忬懺廔椆
[State 1050, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I

;--------------------廔椆
[State 1050, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]寈惲恮俛乮嬻拞乯
;--------------------------------------------------
[StateDef 1055]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 1045
SprPriority = 1

[state a]
type = turn
triggerall = time = 0
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

;--------------------懍搙愝掕
[State 1055, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.20
Y = 0.20

;--------------------彅悢抣愝掕
[State 1055, VarSet];晞僞僀僾
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 1

;--------------------幩寕壒
[State 1055, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S200, 4
Channel = 2

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S895, 0+random%2
Channel = 1

[State 1055, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 19, -57
ID = 6240
StateNo = 6240
Name = "Keiseijin"
helpertype = player

[state a]
type = varset
Trigger1 = AnimElem = 5,=1
var(57) = (numhelper(6240) = 0)

;--------------------廔椆
[State 1055, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 1055, PosSet]
Type = PosSet
Trigger1 = Pos Y > 0
Y = 0

[State 1055, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I
Physics = A

[State 1055, ChangeState]
Type = ChangeState
Trigger1 = AnimElem = 9
Value = 51
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]尪憐嬻憐寠俙丂奐巒
;--------------------------------------------------
[StateDef 1060]
Type = S
MoveType= I
Physics = S
Ctrl = 0
Anim = 1160
SprPriority = 1

;--------------------慺怳傝壒
[State 1060, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 11
Value = S200, 4
Channel = 1

;--------------------師傊
[State 1060, PosAdd]
Type = PosAdd
Trigger1 = AnimTime = 0
X = Floor(fvar(13)-100)
Y = Floor(fvar(14))

[State 1060, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1065

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]尪憐嬻憐寠俙乮嬻拞乯丂奐巒
;--------------------------------------------------
[StateDef 1061]
Type = A
MoveType= I
Physics = N
Ctrl = 0
Anim = 1161
SprPriority = 1

;--------------------懍搙愝掕
[State 1061, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------慺怳傝壒
[State 1061, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 11
Value = S200, 4
Channel = 1

;--------------------師傊
[State 1060, PosAdd]
Type = PosAdd
Trigger1 = AnimTime = 0
X = Floor(fvar(13)-100)
Y = Floor(fvar(14))

[State 1061, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1065

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]尪憐嬻憐寠俙丂峌寕
;--------------------------------------------------
[StateDef 1065]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 1065
SprPriority = 1

[State 100, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
trigger1 = !ishelper(6904)
Time = 45
Length = 10
PalBright = 0, 0, 0
PalContrast = 192, 0, 0
PalAdd = -60, -60, -60
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------懍搙愝掕
[State 1065, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
Y = -90

[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 3.0
Y = -1.6

[State 1065, VelAdd]
Type = VelAdd
Trigger1 = Time < 18
Y = 0.18

[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 18
X = 2.5
Y = 8.0

[State 1065, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 29
StateType = S
MoveType = I
Physics = S

[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 29
X = 0
Y = 0

[State 1065, PosSet]
Type = PosSet
Trigger1 = Time = 29
Y = 0

;--------------------慺怳傝壒
[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = time = 2
Value = S900, 2
Channel = 2

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Value = S200, 2
Channel = 1

;--------------------僸僢僩屻張棟
[State 1065, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(11065)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(20+(-20+P2Dist X)*0.5), Floor(-10+(10+P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))*0.5)
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 1065, PosAdd]
Type = PosAdd
trigger1 = AnimElem = 4, = 1
trigger1 = fvar(13) != [-30,90]
x = 0.8*fvar(13)

;--------------------峌寕愝掕
[State 1065]
type = Projectile
trigger1 = AnimElem = 4, = 1
projanim = 11065
projremove = 1
projremovetime = 11
projid = 11065
velocity = vel x,vel y
accel = 0,0.5
Attr = A, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 85, 85
PauseTime = 10, 15
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
GivePower = 10, -5120
hitonce = 0

[State 1065, TargetState]
Type = TargetState
TriggerAll = NumTarget > 0
Trigger1 = P2MoveType = A
trigger1 = projhittime(11065)=1
Value = 7045
Persistent = 0
IgnoreHitPause = 1

[State 1065, Helper]
Type = Helper
TriggerAll = NumTarget > 0
Trigger1 = P2MoveType = A
trigger1 = projhittime(11065)=1
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-30,70]
trigger1 = AnimElem = 4, = 1
Value = 600

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-40,40]
trigger1 = AnimElem = 4, = 1
Value = 620

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(14) = [-200,200]
trigger1 = AnimElem = 5, = 1
Value = 1068

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-100,10]
trigger1 = pos Y > -5
Value = 200

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
trigger1 = pos Y > -5
Value = 400

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(14) = [-200,-50]
trigger1 = pos Y > -5
Value = 1067

;--------------------廔椆
[State 1065, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;--------------------廔椆
[State 1065, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	嬻拞壓抜
;--------------------------------------------------
[StateDef 1066]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 1066
SprPriority = 1

[State 100, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
trigger1 = !ishelper(6904)
Time = 45
Length = 10
PalBright = 0, 0, 0
PalContrast = 192, 0, 0
PalAdd = -60, -60, -60
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------懍搙愝掕
[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 3.0
Y = -1.6

[State 1065, VelAdd]
Type = VelAdd
Trigger1 = Time < 7
Y = 0.18

[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 7
X = 2.5
Y = 8.0

[State 1065, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 18
StateType = S
MoveType = I
Physics = S

[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 18
X = 0
Y = 0

[State 1065, PosSet]
Type = PosSet
Trigger1 = Time = 18
Y = 0

;--------------------僸僢僩屻張棟
[State 1065, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(11065)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(20+(-20+p2dist x)*0.5), Floor(-10+(10+p2dist y+EnemyNear,Const(Size.Mid.Pos.Y))*0.5)
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------峌寕愝掕
[State 1065]
type = Projectile
trigger1 = AnimElem = 3, = 1
projanim = 11065
projremove = 1
projremovetime = 11
projid = 11065
velocity = vel x,vel y
accel = 0,0.5
Attr = A, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 85, 85
PauseTime = 10, 15
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
GivePower = 10, -5120
hitonce = 0

[State 1065, TargetState]
Type = TargetState
TriggerAll = NumTarget > 0
Trigger1 = p2MoveType = A
trigger1 = projhittime(11065)=1
Value = 7045
Persistent = 0
IgnoreHitPause = 1

[State 1065, Helper]
Type = Helper
TriggerAll = NumTarget > 0
Trigger1 = p2MoveType = A
trigger1 = projhittime(11065)=1
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0,0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-30,70]
trigger1 = AnimElem = 4, = 1
Value = 600

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-40,40]
trigger1 = AnimElem = 4, = 1
Value = 620

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-100,10]
trigger1 = pos Y > -5
Value = 200

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
trigger1 = pos Y > -5
Value = 400

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(14) = [-200,-50]
trigger1 = pos Y > -5
Value = 1067

;--------------------廔椆
[State 1065, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	埮棿
;--------------------------------------------------
[StateDef 1067]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 8995
SprPriority = 1

[State 1070, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 4
Value = S905, 0

[State 1]
Type = posadd
Trigger1 = Time < 31
x = fvar(13)/2

[State 6300]
Type = Explod
Trigger1 = Time = 0
Anim = 8997
ID = 8997
Pos = 0,0
PosType = p1
SprPriority = 10
removetime = 60
bindtime = 30
Trans = sub
Ownpal = 1
persistent=0
ignorehitpause = 1

;--------------------懍搙愝掕
[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 1065, VelAdd]
Type = Veladd
Trigger1 = Time = [5,12]
Y = -1

[State 1065, VelAdd]
Type = Veladd
Trigger1 = Time > 20
Y = 0.4

;--------------------僸僢僩屻張棟
[State 1065, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(8996)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(20+(-20+p2dist x)*0.5), Floor(-10+(10+p2dist y+EnemyNear,Const(Size.Mid.Pos.Y))*0.5)
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------峌寕愝掕
[State 1065]
type = Projectile
trigger1 = AnimElem = 5, = 1
projanim = 8996
projremove = 1
projremovetime = 10
projid = 8996
velocity = 0,-8
accel = 0,0
Attr = A, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 77, 77
PauseTime = 10, 15
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
GivePower = 10, -5120
hitonce = 0

[State 1065]
type = Projectile
trigger1 = AnimElem = 6, = 6
projanim = 8996
projremove = 1
projremovetime = 34
projid = 89962
velocity = 0,-8
accel = 0,0
Attr = A, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35, 35
PauseTime = 10, 15
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
GivePower = 10, -5120
hitonce = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-30,70]
trigger1 = Animtime = 0
Value = 600

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-40,40]
trigger1 = Animtime = 0
Value = 620

;--------------------廔椆
[State 1065, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 50
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	梿慁
;--------------------------------------------------
[StateDef 1068]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 8998
SprPriority = 1

[State 400, PlaySnd]
Type = PlaySnd
Trigger1 = time%6 = 0
Value = S100, 16
Channel = 1

;--------------------懍搙愝掕
[State 1065, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 1065, VelSet]
Type = posset
Trigger1 = Time = 0
X = enemynear,pos x
Y = enemynear,pos y - 90

[State 1065, VelSet]
Type = posset
Trigger1 = Time
X = enemynear,pos x

[State 1065, VelAdd]
Type = Veladd
Trigger1 = Time = [5,12]
Y = -1

[State 1065, VelAdd]
Type = Veladd
Trigger1 = Time
Trigger1 = vel y < 8
Y = 1

;--------------------僸僢僩屻張棟
[State 1065, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(8999)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(20+(-20+p2dist x)*0.5), Floor(-10+(10+p2dist y+EnemyNear,Const(Size.Mid.Pos.Y))*0.5)
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------峌寕愝掕
[State 1065]
type = Projectile
trigger1 = time%6 = 0
trigger1 = time%24 != 12
projanim = 8999
projremove = 1
projremovetime = 2
projid = 8999
velocity = 0,8
accel = 0,0
Attr = A, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35, 35
PauseTime = 0, 10
HitSound = S100, 1
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
GivePower = 10, -5120
hitonce = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(14) = [-200,-50]
trigger1 = pos Y > -3
Value = 1067

[State 1065, ChangeState]
Type = ChangeState
Trigger1 = pos y > -8
Value = 50
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]尪憐嬻憐寠俛丂奐巒
;--------------------------------------------------
[StateDef 1070]
Type = S
MoveType= I
Physics = S
Ctrl = 0
Anim = 1160
SprPriority = 1

;--------------------慺怳傝壒
[State 1070, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 11
Value = S200, 4
Channel = 1

;--------------------師傊
[State 1060, PosAdd]
Type = PosAdd
Trigger1 = AnimTime = 0
X = Floor(fvar(13)-111)
Y = Floor(fvar(14))

[State 1070, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1075

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]尪憐嬻憐寠俛乮嬻拞乯丂奐巒
;--------------------------------------------------
[StateDef 1071]
Type = A
MoveType= I
Physics = N
Ctrl = 0
Anim = 1161
SprPriority = 1

;--------------------懍搙愝掕
[State 1071, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------慺怳傝壒
[State 1071, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 11
Value = S200, 4
Channel = 1

;--------------------師傊
[State 1060, PosAdd]
Type = PosAdd
Trigger1 = AnimTime = 0
X = Floor(fvar(13)-111)
Y = Floor(fvar(14))

[State 1071, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1075

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]尪憐嬻憐寠俛丂峌寕
;--------------------------------------------------
[StateDef 1075]
Type = A
MoveType= A
Physics = N
Ctrl = 0
Anim = 1075
SprPriority = 1

[State 100, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
trigger1 = !ishelper(6904)
Time = 45
Length = 10
PalBright = 0, 0, 0
PalContrast = 192, 0, 0
PalAdd = -60, -60, -60
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------懍搙愝掕
[State 1075, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
Y = -20

[State 1075, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 6.0
Y = -4.0

[State 1075, VelAdd]
Type = VelAdd
Trigger1 = Time < 19
Y = 0.5053

[State 1075, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 19
StateType = S
Physics = N

[State 1075, VelSet]
Type = VelSet
Trigger1 = Time = 19
Y = 0

[State 1075, VelMul]
Type = VelMul
Trigger1 = Time = [34,37]
X = 0.90

[State 1075, VelMul]
Type = VelMul
Trigger1 = Time > 37
X = 0.80

;--------------------慺怳傝壒
[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = time = 2
Value = S900, 3
Channel = 2

[State 1075, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Value = S200, 2
Channel = 1

;--------------------僸僢僩屻張棟
[State 1075, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(11075)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(40+(-40+P2Dist X)*0.5), -10
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 1075]
Type = posadd
trigger1 = AnimElem = 4, = 1
trigger1 = fvar(13) != [-60,90]
x = 0.8*fvar(13)

[State 1075]
Type = velset
trigger1 = AnimElem = 4, = 1
trigger1 = fvar(13) < -10
x = -(vel x)

[State 1075]
Type = turn
trigger1 = AnimElem = 4, = 1
trigger1 = fvar(13) < -10

;--------------------峌寕愝掕
[State 1075]
type = Projectile
trigger1 = AnimElem = 4, = 1
projanim = 11075
projremove = 1
projremovetime = 11
projid = 11075
velocity = vel x,vel y
accel = 0,0.5
Attr = C, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 5, Hit
Damage = 92, 92
PauseTime = 10, 15
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 41
Ground.HitTime = 52
Guard.HitTime = 21
Air.HitTime  = 63
Guard.CtrlTime = 34
Guard.Dist = 95
Ground.Velocity = 0, -5
Guard.Velocity = -6
Air.Velocity = 0,-5.5
Fall = 0
Air.Fall = 0
GivePower = 10, -11130
hitonce = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-30,70]
trigger1 = AnimElem = 5, = 1
Value = 600

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-40,40]
trigger1 = AnimElem = 5, = 1
Value = 620

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 4
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-100,10]
trigger1 = AnimElem = 5, = 1
trigger1 = pos Y > -5
Value = 200

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
trigger1 = AnimElem = 5, = 1
trigger1 = pos Y > -5
Value = 400

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(14) = [-200,-50]
trigger1 = pos Y > -5
Value = 1067

;--------------------廔椆
[State 1065, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;--------------------廔椆
[State 1075, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]攷楉傾儈儏儗僢僩抏侾丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6200乣6219撈帺乯
;  Var(1)	弶婜妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	儂乕儈儞僌奐巒帪娫
;  Var(5)	僞僀僾
;
; FVar(1)	帺暘偺曽岦
; FVar(2)	憡庤偺憡懳埵抲X
; FVar(3)	憡庤偺憡懳埵抲Y
; FVar(4)	憡庤偺偄傞曽岦
; FVar(5)	妏搙忋徃妏
; FVar(6)	懍搙
;
;------------------------------
[StateDef 6200]
Type = A
Movetype= A
Physics = N
Anim = 8927
SprPriority = 10

[State -2];柍揋
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6200, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = -35

[State 6200, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0.0

[State 6200, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 6
Value = 4.0

[State 6200, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6200, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = -8

[State 6200, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 10

[State 6200, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 5
Value = 0

;--------------------師傊
[State 6200, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6215

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]攷楉傾儈儏儗僢僩抏俀丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6200乣6219撈帺乯
;  Var(1)	弶婜妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	儂乕儈儞僌奐巒帪娫
;  Var(5)	僞僀僾
;
; FVar(1)	帺暘偺曽岦
; FVar(2)	憡庤偺憡懳埵抲X
; FVar(3)	憡庤偺憡懳埵抲Y
; FVar(4)	憡庤偺偄傞曽岦
; FVar(5)	妏搙忋徃妏
; FVar(6)	懍搙
;
;------------------------------
[StateDef 6201]
Type = A
Movetype= A
Physics = N
Anim = 8927
SprPriority = 10

[State -2];柍揋
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6201, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 35

[State 6201, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0.0

[State 6201, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 6
Value = 4.0

[State 6201, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6201, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = -8

[State 6201, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 10

[State 6201, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 5
Value = 1

;--------------------師傊
[State 6201, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6215

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]攷楉傾儈儏儗僢僩抏俁丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6200乣6219撈帺乯
;  Var(1)	弶婜妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	儂乕儈儞僌奐巒帪娫
;  Var(5)	僞僀僾
;
; FVar(1)	帺暘偺曽岦
; FVar(2)	憡庤偺憡懳埵抲X
; FVar(3)	憡庤偺憡懳埵抲Y
; FVar(4)	憡庤偺偄傞曽岦
; FVar(5)	妏搙忋徃妏
; FVar(6)	懍搙
;
;------------------------------
[StateDef 6202]
Type = A
Movetype= A
Physics = N
Anim = 8927
SprPriority = 10

[State -2];柍揋
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6202, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = -55

[State 6202, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0.0

[State 6202, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 6
Value = 4.0

[State 6202, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6202, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = -8

[State 6202, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 20

[State 6202, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 5
Value = 0

;--------------------師傊
[State 6202, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6215

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]攷楉傾儈儏儗僢僩抏係丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6200乣6219撈帺乯
;  Var(1)	弶婜妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	儂乕儈儞僌奐巒帪娫
;  Var(5)	僞僀僾
;
; FVar(1)	帺暘偺曽岦
; FVar(2)	憡庤偺憡懳埵抲X
; FVar(3)	憡庤偺憡懳埵抲Y
; FVar(4)	憡庤偺偄傞曽岦
; FVar(5)	妏搙忋徃妏
; FVar(6)	懍搙
;
;------------------------------
[StateDef 6203]
Type = A
Movetype= A
Physics = N
Anim = 8927
SprPriority = 10

[State -2];柍揋
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6203, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 55

[State 6203, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0.0

[State 6203, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 6
Value = 4.0

[State 6203, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6203, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = -8

[State 6203, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 20

[State 6203, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 5
Value = 1

;--------------------師傊
[State 6203, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6215

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]攷楉傾儈儏儗僢僩抏俆丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6200乣6219撈帺乯
;  Var(1)	弶婜妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	儂乕儈儞僌奐巒帪娫
;  Var(5)	僞僀僾
;
; FVar(1)	帺暘偺曽岦
; FVar(2)	憡庤偺憡懳埵抲X
; FVar(3)	憡庤偺憡懳埵抲Y
; FVar(4)	憡庤偺偄傞曽岦
; FVar(5)	妏搙忋徃妏
; FVar(6)	懍搙
;
;------------------------------
[StateDef 6204]
Type = A
Movetype= A
Physics = N
Anim = 8927
SprPriority = 10

[State -2];柍揋
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6204, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = -75

[State 6204, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0.0

[State 6204, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 6
Value = 4.0

[State 6204, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6204, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = -8

[State 6204, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 30

[State 6204, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 5
Value = 0

;--------------------師傊
[State 6204, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6215

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]攷楉傾儈儏儗僢僩抏俇丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6200乣6219撈帺乯
;  Var(1)	弶婜妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	儂乕儈儞僌奐巒帪娫
;  Var(5)	僞僀僾
;
; FVar(1)	帺暘偺曽岦
; FVar(2)	憡庤偺憡懳埵抲X
; FVar(3)	憡庤偺憡懳埵抲Y
; FVar(4)	憡庤偺偄傞曽岦
; FVar(5)	妏搙忋徃妏
; FVar(6)	懍搙
;
;------------------------------
[StateDef 6205]
Type = A
Movetype= A
Physics = N
Anim = 8927
SprPriority = 10

[State -2];柍揋
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6205, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 75

[State 6205, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0.0

[State 6205, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 6
Value = 4.0

[State 6205, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6205, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = -8

[State 6205, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 30

[State 6205, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 5
Value = 1

;--------------------師傊
[State 6205, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6215

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]攷楉傾儈儏儗僢僩抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6200乣6219撈帺乯
;  Var(1)	弶婜妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	儂乕儈儞僌奐巒帪娫
;  Var(5)	僞僀僾
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
; FVar(1)	帺暘偺曽岦
; FVar(2)	憡庤偺憡懳埵抲X
; FVar(3)	憡庤偺憡懳埵抲Y
; FVar(4)	憡庤偺偄傞曽岦
; FVar(5)	妏搙忋徃妏
; FVar(6)	懍搙
;
;------------------------------
[StateDef 6215]
Movetype= I

;========== 嫟捠偺張棟 ==========

;峌寕椡
[State -2]
type = AttackMulSet
trigger1 = 1
value = ceil(0.00001*ifelse(enemynear,const(data.defence)>0,enemynear,const(data.defence),100)*ifelse(enemynear,lifemax>0,enemynear,lifemax,1000))*ifelse((root,palno=1||root,palno=7),0.5,1)
ignorehitpause = 1

;--------------------僄僼僃僋僩儔儞僟儉
[State 6215, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 6215]
type = Projectile
trigger1 = timemod = 15,0
projanim = 16200
projremove = 1
projremovetime = 14
projid = 16200
velocity = vel x,vel y
Attr = A, NP
HitFlag = MAFPD
AnimType = Midium
Air.AnimType = Back
Damage = 33, 33
PauseTime = 0, 10
hitsound = S100, 1
SparkNo = S(31010+random%4)
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime = 16
Guard.HitTime = 16
Air.HitTime  = 30
Guard.CtrlTime = 16
Guard.Dist = 40
Ground.Velocity = -4.5, 0
Guard.Velocity = -4.5
Air.Velocity = -6,-4
AirGuard.Velocity = -3,-3
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 0
Air.Fall = 0
GivePower = 10, -1020
p2stateno = 20000 + random%4

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6215, ChangeState]
Type = destroyself
Trigger1 = !(ScreenPos X = [-100,420])
Trigger2 = !(ScreenPos Y = [-100,340])

;--------------------憡庤偑偄傞応崌丗憡庤偺埵抲傪庢摼
[State 6215, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 2
Value = P2Dist X

[State 6215, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 3
Value = (P2Dist Y)+(EnemyNear,Const(Size.Mid.Pos.Y))

;--------------------憡庤偑偄傞応崌丗憡庤傊偺妏搙傪寁嶼
[State 6215, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(2)) > Abs(FVar(3))
FV = 4
Value = Atan(FVar(3)/FVar(2))*180/Pi

[State 6215, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(2)) <= Abs(FVar(3))
FV = 4
Value = IfElse(FVar(3)>0, 90, -90)

[State 6215, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(2) < 0
FV = 4
Value = 180

;--------------------憡庤偑偄側偄応崌丗偦偺傑傑偺妏搙傪曐偮
[State 6215, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 4
Value = FVar(1)

;--------------------妏搙傪-180亱乣180亱撪偵曐偮
[State 6215, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) > 180
FV = 1
Value = -360

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < -180
FV = 1
Value = 360

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = FVar(4) > 180
FV = 4
Value = -360

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = FVar(4) < -180
FV = 4
Value = 360

;--------------------曽岦傪憡庤曽柺傊廋惓
[State 6215, VarAdd]
Type = VarAdd
TriggerAll = Var(4) = 0
TriggerAll = Var(2) < 30
Trigger1 = FVar(4)-FVar(1) >    10
Trigger1 = FVar(4)-FVar(1) <=  180
Trigger2 = FVar(4)-FVar(1) >  -350
Trigger2 = FVar(4)-FVar(1) <  -180
FV = 5
Value = 0.2

[State 6215, VarAdd]
Type = VarAdd
TriggerAll = Var(4) = 0
TriggerAll = Var(2) < 30
Trigger1 = FVar(4)-FVar(1) >= -180
Trigger1 = FVar(4)-FVar(1) <=  -10
Trigger2 = FVar(4)-FVar(1) >   180
Trigger2 = FVar(4)-FVar(1) <   350
FV = 5
Value = -0.2

[State 6215, VarAdd]
Type = VarAdd
TriggerAll = Var(4) = 0
TriggerAll = FVar(5) <= -0.2
Trigger1 = FVar(4)-FVar(1) = (-10, 10)
Trigger2 = FVar(4)-FVar(1) = (350, 360]
Trigger3 = FVar(4)-FVar(1) = [-360, -350)
FV = 5
Value = 0.2

[State 6215, VarAdd]
Type = VarAdd
TriggerAll = Var(4) = 0
TriggerAll = FVar(5) >= 0.2
Trigger1 = FVar(4)-FVar(1) = (-10, 10)
Trigger2 = FVar(4)-FVar(1) = (350, 360]
Trigger3 = FVar(4)-FVar(1) = [-360, -350)
FV = 5
Value = -0.2

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = Var(4) > 0
Trigger1 = Var(5) = 0
FV = 5
Value = 0.2

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = Var(4) > 0
Trigger1 = Var(5) = 1
FV = 5
Value = -0.2

[State 6215, VarSet]
Type = VarSet
Trigger1 = FVar(5) > 2.0
FV = 5
Value = 2.0

[State 6215, VarSet]
Type = VarSet
Trigger1 = FVar(5) < -2.0
FV = 5
Value = -2.0

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = Var(4) > 0
V = 4
Value = -1

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = NumEnemy > 0
FV = 1
Value = FVar(5)

;--------------------妏搙傪-180亱乣180亱撪偵曐偮
[State 6215, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) > 180
FV = 1
Value = -360

[State 6215, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < -180
FV = 1
Value = 360

;--------------------懍搙媦傃夞揮偺愝掕
[State 6215, VelSet]
Type = VelSet
Trigger1 = 1
X = FVar(6)*Cos(Pi*FVar(1)/180)
Y = FVar(6)*Sin(Pi*FVar(1)/180)

[State 6215, AngleAdd]
Type = AngleAdd
Trigger1 = 1
Value = -8

[State 6215, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 0.5, 0.5

;--------------------摟夁愝掕
[State 6215, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------懍搙忋徃
[State 6215, VarAdd] 
Type = VarAdd
Trigger1 = 1
FV = 6
Value = 0.065

;--------------------帪娫宱夁
[State 6215, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]寈惲恮丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6240乣6249撈帺乯
;  Var(1)	晞僞僀僾
;  Var(2)	Time
;  Var(3)	柧搙
;
;------------------------------
[StateDef 6240]
Type = A
Movetype= I
Physics = N
Anim = 6240+5*Root,Var(20)
SprPriority = 9

[State -2];柍揋
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;--------------------彅悢抣愝掕
[State 6240, VarSet];晞僞僀僾愝掕
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 4+8*(Root,Var(20))

[State 6240, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

;--------------------懍搙愝掕
[State 6240, VelSet] 
Type = VelSet
Trigger1 = Time = 1
X = Var(1)
Y = 0

[State 6240, VelSet] 
Type = VelSet
Trigger1 = Time = 14
X = 0
Y = 0

;--------------------師傊
[State 6240, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 6245

;--------------------奼戝棪愝掕
[State 6240, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5, 0.5

;--------------------摟夁愝掕
[State 6240, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]寈惲恮丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6240乣6249撈帺乯
;  Var(1)	晞僞僀僾
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6245]
Movetype= I
Anim = 8926
SprPriority = 10

;========== 峌寕帪偺張棟 ==========

;峌寕椡
[State -2]
type = AttackMulSet
trigger1 = 1
value = ceil(0.00001*ifelse(enemynear,const(data.defence)>0,enemynear,const(data.defence),100)*ifelse(enemynear,lifemax>0,enemynear,lifemax,1000))*ifelse((root,palno=1||root,palno=7),0.5,1)
ignorehitpause = 1

;--------------------峌寕愝掕
[State 624]
type = Projectile
trigger1 = time = 0
projanim = 16242
projremove = 1
projremovetime = 120
projid = 16242
Attr = A, NP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 85, 85
PauseTime = 0, 60
hitsound = S100, 2
SparkNo = S(31020+random%4)
Guard.PauseTime = 0, 10
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 40
Guard.HitTime = 22
Air.HitTime  = 40
Guard.CtrlTime = 22
Guard.Dist = 40
Ground.Velocity = -1, -9
Guard.Velocity = -6
Air.Velocity = -1,-9
AirGuard.Velocity = -3,-3
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 0
Air.Fall = 0
GivePower = 10, -10062
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6245, ChangeState]
Type = ChangeState
Trigger1 = Var(2) > 120
Value = 6249

;--------------------奼戝棪愝掕
[State 6245, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.0, 1.0
IgnoreHitPause = 1

;--------------------摟夁愝掕
[State 6245, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
IgnoreHitPause = 1

;--------------------帪娫宱夁
[State 6245, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]寈惲恮丂僸僢僩峝捈
;--------------------------------------------------
;奺Var偵偮偄偰乮St6240乣6249撈帺乯
;  Var(1)	晞僞僀僾
;  Var(2)	Time
;  Var(3)	柧搙
;
;------------------------------
[StateDef 6247]
Movetype= I
MoveHitPersist = 1

;--------------------徚柵忦審
[State 6247, ChangeState]
Type = ChangeState
Trigger1 = Time > 30
Value = 6249
IgnoreHitPause = 1

;--------------------奼戝棪愝掕
[State 6247, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.0, 1.0

;--------------------摟夁愝掕
[State 6247, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6247, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]寈惲恮丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6240乣6249撈帺乯
;  Var(1)	晞僞僀僾
;  Var(2)	Time
;  Var(3)	柧搙
;
;------------------------------
[StateDef 6249]
Movetype= I

;--------------------徚柵忦審
[State 6249, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = !(ScreenPos X = [-100,420])
Trigger2 = !(ScreenPos Y = [-100,340])
Trigger3 = Var(3) <= 20

;--------------------奼戝棪愝掕
[State 6249, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.0, 1.0

;--------------------摟夁愝掕
[State 6249, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------柧搙尭彮
[State 6249, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 256

[State 6249, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 3
Value = -23

[State 6249, VarSet]
Type = VarSet
Trigger1 = Var(3) < 0
V = 3
Value = 0

;--------------------柧搙
[State 6249, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(3), Var(3), Var(3)

[State 6249, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]尪憐嬻憐寠丂棫偪僼僃乕僪傾僂僩
;--------------------------------------------------
;奺Var偵偮偄偰乮St6260撈帺乯
;  Var(1)	柧搙
;
; FVar(1)	X曽岦奼戝棪
; FVar(2)	Y曽岦奼戝棪
;
;------------------------------
[StateDef 6260]
Type = A
Movetype= I
Physics = N
Anim = IfElse(Root,Var(58)=0, 6260, 6360)
SprPriority = 1

[State -2];儔僀僼僶乕偼忺傝
type = Lifeset
triggerall = ishelper
trigger1 = root,life = [1,1000]
value = root,life
ignorehitpause = 1

;--------------------杮懱偵挘傝晅偔
[State 6260, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist X) != 0
X = Floor(RootDist X)

[State 6260, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist Y) != 47
Y = Floor(RootDist Y)-47

;--------------------奼戝棪偺愝掕
[State 6260, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 1.0

[State 6260, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 1.0

[State 6260, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = -0.1

[State 6260, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = 0.2

[State 6260, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = FVar(1), FVar(2)

;--------------------摟夁愝掕
[State 6260, Trans]
Type = Trans
Trigger1 = 1
Trans = Add1

;--------------------柧搙尭彮
[State 6260, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 250

[State 6260, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 1
Value = -25

;--------------------徚柵忦審
[State 6260, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = Root,MoveType = H

;--------------------柧搙
[State 6260, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]尪憐嬻憐寠丂嬻拞僼僃乕僪傾僂僩
;--------------------------------------------------
;奺Var偵偮偄偰乮St6261撈帺乯
;  Var(1)	柧搙
;
; FVar(1)	X曽岦奼戝棪
; FVar(2)	Y曽岦奼戝棪
;
;------------------------------
[StateDef 6261]
Type = A
Movetype= I
Physics = N
Anim = IfElse(Root,Var(58)=0, 6261, 6361)
SprPriority = 1

[State -2];儔僀僼僶乕偼忺傝
type = Lifeset
triggerall = ishelper
trigger1 = root,life = [1,1000]
value = root,life
ignorehitpause = 1

;--------------------杮懱偵挘傝晅偔
[State 6261, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist X) != 0
X = Floor(RootDist X)

[State 6261, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist Y) != 53
Y = Floor(RootDist Y)-53

;--------------------奼戝棪偺愝掕
[State 6261, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 1.0

[State 6261, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 1.0

[State 6261, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = -0.1

[State 6261, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = 0.2

[State 6261, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = FVar(1), FVar(2)

;--------------------摟夁愝掕
[State 6261, Trans]
Type = Trans
Trigger1 = 1
Trans = Add1

;--------------------柧搙尭彮
[State 6261, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 250

[State 6261, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 1
Value = -25

;--------------------徚柵忦審
[State 6261, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = Root,MoveType = H

;--------------------柧搙
[State 6261, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]尪憐嬻憐寠丂俙僼僃乕僪僀儞
;--------------------------------------------------
;奺Var偵偮偄偰乮St6265撈帺乯
;  Var(1)	柧搙
;
; FVar(1)	X曽岦奼戝棪
; FVar(2)	Y曽岦奼戝棪
;
;------------------------------
[StateDef 6265]
Type = A
Movetype= I
Physics = N
Anim = 6265
SprPriority = 1

[State -2];儔僀僼僶乕偼忺傝
type = Lifeset
triggerall = ishelper
trigger1 = root,life = [1,1000]
value = root,life
ignorehitpause = 1

;--------------------杮懱偵挘傝晅偔
[State 6265, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist X) != -5
X = Floor(RootDist X)+5

[State 6265, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist Y) != 53
Y = Floor(RootDist Y)-53

;--------------------奼戝棪偺愝掕
[State 6265, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.0

[State 6265, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 3.0

[State 6265, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.1

[State 6265, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = -0.2

[State 6265, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = FVar(1),FVar(2)

;--------------------摟夁愝掕
[State 6265, Trans]
Type = Trans
Trigger1 = 1
Trans = Add1

;--------------------柧搙尭彮
[State 6265, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6265, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 1
Value = 25

;--------------------徚柵忦審
[State 6265, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = Root,MoveType = H

;--------------------柧搙
[State 6265, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]尪憐嬻憐寠丂俛僼僃乕僪僀儞
;--------------------------------------------------
;奺Var偵偮偄偰乮St6266撈帺乯
;  Var(1)	柧搙
;
; FVar(1)	X曽岦奼戝棪
; FVar(2)	Y曽岦奼戝棪
;
;------------------------------
[StateDef 6266]
Type = A
Movetype= I
Physics = N
Anim = 6265
SprPriority = 1

[State -2];儔僀僼僶乕偼忺傝
type = Lifeset
triggerall = ishelper
trigger1 = root,life = [1,1000]
value = root,life
ignorehitpause = 1

;--------------------杮懱偵挘傝晅偔
[State 6266, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist X) != 0
X = Floor(RootDist X)

[State 6266, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist Y) != 32
Y = Floor(RootDist Y)-32

;--------------------奼戝棪偺愝掕
[State 6266, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.0

[State 6266, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 3.0

[State 6266, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.1

[State 6266, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = -0.2

[State 6266, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = FVar(1), FVar(2)

;--------------------摟夁愝掕
[State 6266, Trans]
Type = Trans
Trigger1 = 1
Trans = Add1

;--------------------柧搙尭彮
[State 6266, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6266, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 1
Value = 25

;--------------------徚柵忦審
[State 6266, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = Root,MoveType = H

;--------------------柧搙
[State 6266, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)
