;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]柌憐柇庫仌柌憐晻報丂廔椆
;--------------------------------------------------
[StateDef 3022]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3021
SprPriority = 1

;--------------------廔椆
[State 3022, 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]柌憐柇庫仌柌憐晻報乮嬻拞乯丂廔椆
;--------------------------------------------------
[StateDef 3027]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 3026
SprPriority = 1

[State 3027, VelAdd]
Type = VelAdd
Trigger1 = Anim = 3026
Trigger1 = AnimElem = 2, >=0
Y = Const(Movement.YAccel)

[State 3027, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 3026
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 3027

[State 3027, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 3027
StateType = S
Physics = S

[State 3027, VelSet]
Type = VelSet
Trigger1 = Anim = 3027
X = 0
Y = 0

[State 3027, PosSet]
Type = PosSet
Trigger1 = Anim = 3027
Y = 0

;--------------------廔椆
[State 3027, ChangeState]
Type = ChangeState
Trigger1 = Anim = 3026
Trigger1 = AnimTime = 0
Value = 50
Ctrl = 1

[State 3027, ChangeState]
Type = ChangeState
Trigger1 = Anim = 3027
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]柌憐晻報丂抏幩弌
;--------------------------------------------------
[StateDef 3031]
Type = A
MoveType = A
Physics = S
Anim = 3020
Ctrl = 0
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

;--------------------悢抣曄壔
[State 3031, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 0

[State 3031, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Time <= 43
Trigger1 = TimeMod = 6, 0
V = 20
Value = 45

;--------------------幩寕壒
[State 3031, PlaySnd]
Type = PlaySnd
Trigger1 = Time <= 43
Trigger1 = TimeMod = 6, 1
Value = S200, 10
Channel = 2

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

[state a]
type = varset
Trigger1 = time = 44
var(57) = (numhelper(6420) = 0)

[State 3031, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------師傊
[State 3031, ChangeState]
Type = ChangeState
Trigger1 = Time = 44
Value = 3022

;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]柌憐晻報乮嬻拞乯丂抏幩弌
;--------------------------------------------------
[StateDef 3036]
Type = A
MoveType = A
Physics = N
Anim = 3025
Ctrl = 0
SprPriority = 1
velset = 0,0

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

;--------------------悢抣曄壔
[State 3036, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 0

[State 3036, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Time <= 43
Trigger1 = TimeMod = 6, 0
V = 20
Value = 45

;--------------------幩寕壒
[State 3036, PlaySnd]
Type = PlaySnd
Trigger1 = Time <= 43
Trigger1 = TimeMod = 6, 1
Value = S200, 10
Channel = 2

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

[state a]
type = varset
Trigger1 = time = 44
var(57) = (numhelper(6420) = 0)

[State 3036, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------師傊
[State 3036, ChangeState]
Type = ChangeState
Trigger1 = Time = 44
Value = 3027

;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]晻杺恮仌敧曽婼敍恮丂廔椆
;--------------------------------------------------
[StateDef 3042]
Type = C
MoveType = A
Physics = C
Ctrl = 0
SprPriority = 1

;--------------------柍揋壔
[State 3042, PlayerPush]
Type = PlayerPush
Trigger1 = Time < 5
Value = 0

;--------------------廔椆傊
[State 3042, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 6
Value = 3041

[State 3042, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 6
StateType = C
MoveType = I

;--------------------廔椆
[State 3042, ChangeState]
Type = ChangeState
Trigger1 = Anim = 3041
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]敧曽婼敍恮丂晍恮
;--------------------------------------------------
[StateDef 3051]
Type = C
MoveType = A
Physics = C
Ctrl = 0
SprPriority = 1
velset = 0,0

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

[State 3051, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 3050
Elem = 10

;--------------------幩寕壒
[State 3051, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S200, 11
Channel = 2

[State 3051, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S898,3
Channel = 1

[State 3051, Helper]
Type = Helper
Trigger1 = Time = 2
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6450
StateNo = 6450
Name = "Kibakujin"
Size.XScale = 3
Size.YScale = 3
helpertype = player

;--------------------僸僢僩屻張棟
[State 3051, VarSet];僸僢僩壒
Type = VarSet
trigger1 = projhittime(13050)=1
V = 17
Value = 5

[State 3051, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(13050)=1
Trigger1 = NumEnemy > 0
OwnPal = 1
PosType = P1
Pos = Floor(P2Dist X), Floor(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------柍揋壔
[State 3051, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------峌寕愝掕
[State 30]
type = Projectile
trigger1 = time%30 = 8
trigger2 = time%30 = 18
projanim = 13050
projremove = 1
projremovetime = 3
projid = 13050
Attr = S, HP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 6, Hit
Damage = 15+random%9, 24
PauseTime = 0, 10
Guard.PauseTime = 0, 0
Ground.Type = Low
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 26
Air.HitTime  = 80
Guard.CtrlTime = 26
Guard.Dist = 10
Ground.Velocity = 0, -12
Guard.Velocity = -6
Air.Velocity = 0,-12
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 26
P1SprPriority = 1
Fall = 0
Air.Fall = 0
GivePower = 1, -61100

[State 30]
type = Projectile
trigger1 = time%30 = 28
projanim = 13050
projremove = 1
projremovetime = 3
projid = 13050
Attr = S, HP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 6, Hit
Damage = 15+random%9, 24
PauseTime = 0, 10
Guard.PauseTime = 0, 0
Ground.Type = Low
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 26
Air.HitTime  = 80
Guard.CtrlTime = 26
Guard.Dist = 10
Ground.Velocity = 0, -12
Guard.Velocity = -6
Air.Velocity = 0,-12
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 26
P1SprPriority = 1
Fall = 0
Air.Fall = 0
GivePower = 1, -61100
p2stateno = 20000+random%4

;--------------------師傊
[State 3051, ChangeState]
Type = ChangeState
Trigger1 = Time > 115
Value = 3042

;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]堿梲曮嬍仌堿梲婼恄嬍丂廔椆
;--------------------------------------------------
[StateDef 3062]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1

[State 3026, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 4
Value = 3061

;--------------------廔椆
[State 3026, ChangeState]
Type = ChangeState
Trigger1 = Anim = 3061
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]堿梲婼恄嬍丂抏幩弌
;--------------------------------------------------
[StateDef 3071]
Type = S
MoveType = A
Physics = S
Anim = 3060
Ctrl = 0
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 3071, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S200, 9
Channel = 2

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = time = 1
Value = S900,1
Channel = 1

[State 3071, Helper]
Type = Helper
Trigger1 = Time = 0
OwnPal = 1
PosType = P1
Pos = 115, -47
ID = 6470
StateNo = 6470
Name = "Onmyou"
helpertype = player

[state a]
type = varset
Trigger1 = time = 1
var(57) = (numhelper(6470) = 0)

[State 3071, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------師傊
[State 3071, ChangeState]
Type = ChangeState
Trigger1 = Time = 20
Value = 3062

;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]揤攅晽恄媟丂奐巒
;--------------------------------------------------
[StateDef 3160]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 3160
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

[State 3160, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3160, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 3160, PlayerPush]
Type = PlayerPush
Trigger1 = Time <= 40
Value = 0

;--------------------懍搙愝掕
[State 3160, VelSet]
Type = VelSet
Trigger1 = AnimElem = 5
X = 4 + 4*(fvar(30) > 90)
Y = -4

[State 1]
Type = Posadd
Trigger1 = fvar(30) > 90
x = 5

[State 3160, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 5
StateType = A
Physics = N

[State 3160, VelAdd]
Type = VelAdd
Trigger1 = AnimElem = 5, >0
Y = 0.55

[State 3160, VelMul]
Type = VelMul
Trigger1 = AnimElem = 7, >=0
X = 0.95

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

[State 3160, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S200, 3
Channel = 1

[State 3160, Explod]
Type = Explod
Trigger1 = AnimElem = 4
Anim = 6220
ID = 3160
Pos = 0, 0
PosType = P1
BindTime = -1
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1
IgnoreHitPause = 0

[State 3160, VarSet]
Type = VarSet
Trigger1 = Time = 1
V = 20
Value = 2

;--------------------峌寕愝掕
[State 3160]
type = Projectile
trigger1 = AnimElem = 5, = 1
projanim = 13160
projremove = 1
projremovetime = 2
projid = 3160
velocity = vel x,vel y
accel = 0,0.5
Attr = A, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 55, 55
PauseTime = 6, 11
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 40
Guard.HitTime = 22
Air.HitTime  = 40
Guard.CtrlTime = 22
Guard.Dist = 85
Ground.Velocity = -3, -5
Guard.Velocity = -6
Air.Velocity = -3.5, -4.5
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 20
Fall = 0
Air.Fall = 0
GivePower = 10, -5130

;--------------------僸僢僩屻張棟
[State 3160, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(13160)=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

;--------------------廔椆
[State 3160, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 3161

;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]揤攅晽恄媟丂楢懕廟
;--------------------------------------------------
[StateDef 3161]
Type = S
MoveType= A
Physics = N
Ctrl = 0
Anim = 3161
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

[State 3161, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3161, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------懍搙愝掕
[State 3161, VelSet]
Type = VelSet
Trigger1 = AnimElem = 4
X = 4 + 4*(fvar(30) > 90)
Y = -4

[State 1]
Type = Posadd
Trigger1 = fvar(30) > 90
x = 5

[State 3161, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 4
StateType = A
Physics = N

[State 3161, VelAdd]
Type = VelAdd
Trigger1 = AnimElem = 4, >0
Y = 0.55

[State 3161, VelMul]
Type = VelMul
Trigger1 = AnimElem = 6, >=0
X = 0.95

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

[State 3161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S200, 3
Channel = 1

[State 3161, Explod]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 6220
ID = 3161
Pos = 0, 0
PosType = P1
BindTime = -1
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1
IgnoreHitPause = 0

[State 3161, VarAdd]
Type = VarAdd
Trigger1 = Time = 1
V = 20
Value = -1

;--------------------峌寕愝掕
[State 316]
type = Projectile
trigger1 = AnimElem = 4, = 1
projanim = 13160
projremove = 1
projremovetime = 2
projid = 13160
velocity = vel x,vel y
accel = 0,0.5
Attr = A, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 55, 55
PauseTime = 6, 11
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 40
Guard.HitTime = 22
Air.HitTime  = 40
Guard.CtrlTime = 22
Guard.Dist = 85
Ground.Velocity = -3, -5
Guard.Velocity = -6
Air.Velocity = -2.9, -4.5
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 20
Fall = 0
Air.Fall = 0
GivePower = 10, -15306

;--------------------僸僢僩屻張棟
[State 3161, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(13160)=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

;--------------------廔椆
[State 3161, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = IfElse(Var(20)=0, 3162, 3161)

;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]揤攅晽恄媟丂儔僗僩廟侾
;--------------------------------------------------
[StateDef 3162]
Type = S
MoveType= A
Physics = N
Ctrl = 0
Anim = 3162
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

[State 3162, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3162, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------懍搙愝掕
[State 3162, VelSet]
Type = VelSet
Trigger1 = AnimElem = 5
X = 2 + 2*(fvar(30) > 90)
Y = -8

[State 3162, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 5
StateType = A
Physics = N

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

[State 3162, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S200, 3
Channel = 1

[State 3162, Explod]
Type = Explod
Trigger1 = AnimElem = 4
Anim = 6220
ID = 3161
Pos = 0, 0
PosType = P1
BindTime = -1
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1
IgnoreHitPause = 1

;--------------------峌寕愝掕
[State 316]
type = Projectile
trigger1 = AnimElem = 5, = 1
projanim = 13162
projremove = 1
projremovetime = 2
projid = 13162
velocity = vel x,vel y
accel = 0,0.5
Attr = A, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 55, 55
PauseTime = 6, 12
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 40
Guard.HitTime = 22
Air.HitTime  = 40
Guard.CtrlTime = 22
Guard.Dist = 85
Ground.Velocity = -1.5, -8
Guard.Velocity = -6
Air.Velocity = -2, -8
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 20
Fall = 0
Air.Fall = 0
GivePower = 10, -101300

;--------------------僸僢僩屻張棟
[State 3162, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(13162)=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 < 3
triggerall = fvar(14) = [-200,200]
trigger1 = fvar(13) != [-100,100]
Value = 1068

;--------------------廔椆
[State 3162, ChangeState]
Type = ChangeState
Trigger1 = AnimElem = 10
Value = 3163

;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]揤攅晽恄媟丂儔僗僩廟俀
;--------------------------------------------------
[StateDef 3163]
Type = A
MoveType= A
Physics = N
Ctrl = 0
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 3163, VelMul]
Type = VelMul
Trigger1 = AnimElem = 11
X = 0.5
Y = 0.2

[State 3163, VelAdd]
Type = VelAdd
Trigger1 = AnimElem = 14, >=0
Y = 0.26

[State 3163, Helper]
Type = Helper
Trigger1 = AnimElem = 11
OwnPal = 1
PosType = P1
Pos = -20, 20
ID = 6560
StateNo = 6560
Name = "Kick"
helpertype = player

;--------------------峌寕愝掕
[State 316]
type = Projectile
trigger1 = AnimElem = 12, = 1
projanim = 13162
projremove = 1
projremovetime = 2
projid = 13162
velocity = vel x,vel y
accel = 0,0.5
Attr = A, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 99, 99
PauseTime = 30, 60
HitSound = S100, 3
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 40
Guard.HitTime = 22
Air.HitTime  = 40
Guard.CtrlTime = 22
Guard.Dist = 85
Ground.Velocity = -20, -12
Guard.Velocity = -6
Air.Velocity = -40, -12
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 20
Fall = 0
Air.Fall = 0
GivePower = 10, -55130

;--------------------僸僢僩屻張棟
[State 3163, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(13162)=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 = 13,>=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 = AnimElem = 13,>=0
Value = 620

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(14) = [-200,200]
trigger1 = AnimElem = 13,>=0
trigger2 = fvar(13) != [-100,100]
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
Trigger1 = Vel Y > 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 = Pos Y > -5
Trigger1 = Vel Y > 0
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
Trigger1 = Vel Y > 0
Value = 1067

;--------------------廔椆
[State 3163, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 3164

;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]揤攅晽恄媟丂廔椆
;--------------------------------------------------
[StateDef 3164]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3163
SprPriority = 1

[State 3164, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3164, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------廔椆
[State 3164, 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]堿梲嶶壺丂奐巒
;--------------------------------------------------
[StateDef 3540]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1

[State 3540, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim != 3540
Value = 3540

;--------------------岠壥壒
[State 3540, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S200, 2
Channel = 1

;--------------------僿儖僷乕
[State 3540, Helper]
Type = Helper
Trigger1 = AnimElem = 2
OwnPal = 1
PosType = P1
Pos = 0, -47
ID = 6260
StateNo = 6260
Name = " "
helpertype = player

;--------------------堏摦
[State 3540, VarRandom]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 20
Range = -300, 300

[State 3540, VelSet]
Type = VelSet
Trigger1 = AnimElem = 3
X = 0.25*Var(20)

[State 3540, PosAdd]
Type = PosAdd
Trigger1 = AnimTime = 0
Trigger1 = fvar(13) = [-50, 50]
Trigger1 = FrontEdgeDist >= 30
Trigger1 = BackEdgeDist >= 30
X = IfElse((FrontEdgeDist > BackEdgeDist), 50, -50)

[State 3540, Turn]
Type = Turn
TriggerAll = AnimTime = 0
TriggerAll = BackEdgeDist > 30
Trigger1 = fvar(13) < 0
Trigger2 = FrontEdgeDist < 30

;--------------------師傊
[State 3540, PosSet]
Type = PosSet
Trigger1 = AnimTime = 0
Y = 0
[State 3540, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3541

;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]堿梲嶶壺丂抏幩弌
;--------------------------------------------------
[StateDef 3541]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 3541
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

;--------------------敪幩抏懍搙
[State 3541, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 21
Value = 0

[State 3541, VarAdd]
Type = VarAdd
Trigger1 = Time = [24,60]
Trigger1 = Time%4 = 0
V = 21
Value = 1

;--------------------懍搙愝掕
[State 3541, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
Y = -90

[State 3541, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0.5
Y = -3.2

[State 3541, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = 0.105

[State 3541, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 12
MoveType = A

;--------------------岠壥壒
[State 3541, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Value = S200, 2
Channel = 1

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = time = 24
Value = S895, 0+random%2
Channel = 1

[State 3541, PlaySnd]
Type = PlaySnd
Trigger1 = Time = [24,60]
Trigger1 = Time%4 = 0
Value = S200, 12
Channel = 2

;--------------------僿儖僷乕
[State 3541, Helper]
Type = Helper
Trigger1 = Time = 1
OwnPal = 1
PosType = P1
Pos = 5, -53
ID = 6650
StateNo = 6650
Name = " "
helpertype = player

[state a]
type = varset
Trigger1 = time = 61
var(57) = (numhelper(6640) = 0)

;--------------------廔椆
[State 3541, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 52

[State 3541, ChangeState]
Type = ChangeState
Trigger1 = time > 60
Value = 50

;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]杺忩慚寢丂奐巒
;--------------------------------------------------
[StateDef 3561]
Type = S
MoveType = A
Physics = S
Anim = 3560
Ctrl = 0
SprPriority = 1

;--------------------懍搙愝掕
[State 3561, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3561, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 9, =0
Value = S900,0
Channel = 1

;--------------------師傊
[State 3561, ChangeState]
Type = ChangeState
Trigger1 = AnimElem = 10, >=0
Value = 3562

;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]杺忩慚寢丂抏幩弌
;--------------------------------------------------
[StateDef 3562]
Type = S
MoveType = A
Physics = S
Ctrl = 0
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 3561, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 24
Value = 1

;--------------------幩寕壒
[State 3562, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S200, 7
Channel = 2

[state a]
type = varset
Trigger1 = time = 1
var(57) = (numhelper(6660) = 0)

[State 3562, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 7
MoveType = I

;--------------------師傊
[State 3562, ChangeState]
Type = ChangeState
Trigger1 = Time = 10
Value = 3563

;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]杺忩慚寢丂廔椆
;--------------------------------------------------
[StateDef 3563]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3561
SprPriority = 1

;--------------------廔椆
[State 3563, 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
;	嫖慘敔偩僢
;--------------------------------------------------
[StateDef 3564]
Type = S
MoveType = I
Physics = N
velset = 0,0
Ctrl = 0
Anim = 8989
SprPriority = 1

[State -2]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State reversal];嬻寕偪
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
p2stateno = 3567

[State 1060, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 11
Value = S200, 4
Channel = 1

[State -2]
type = posset
trigger1 = time = 60
x = enemynear,pos x
y = -300
ignorehitpause = 1

[State -2]
type = posset
trigger1 = time = [61,103]
x = enemynear,pos x
ignorehitpause = 1

[State 192, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 60
Value = S8901,1

[State 192, pos]
Type = posadd
Trigger1 = Time = [61,103]
y = 6

[State 192, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 103
Value = S200,8

[State 106]
type = Projectile
Trigger1 = Time = [61,161]
projanim = 8990
projremove = 1
projremovetime = 5
projid = 8903
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
Velocity = 0,6
postype = p1
Attr = C, ST
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 1+random%65,1+random%65
PauseTime = 0, 15
HitSound = S-1
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
hitonce = 0
p2stateno = 5150
getpower = 0, 0
GivePower = 0, -5120
persistent = 5
ignorehitpause = 1

[State 106]
type = Projectile
Trigger1 = Time = [61,161]
trigger1 = var(41) != 890
projanim = 8990
projremove = 1
projremovetime = 5
projid = 8903
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
Velocity = 0,6
postype = p1
Attr = C, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35+random%35,35+random%35
PauseTime = 0, 15
HitSound = S-1
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
hitonce = 0
getpower = 0, 0
GivePower = 0, -5120
persistent = 5
ignorehitpause = 1

[state lifeadd];偍傑偗
type = targetlifeadd
triggerall = numtarget > 0
Trigger1 = Time > 60
trigger1 = random%4=1
value = -2147483648
Absolute = 1
ignorehitpause = 1

[state power];偍傑偗
type = targetpoweradd
trigger1 = numtarget > 0
Trigger1 = Time > 60
value = -2147483648
ignorehitpause = 1

[state state];偍傑偗
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
Trigger1 = Time > 60
trigger1 = gametime%8 = 1
value = 0
ignorehitpause = 1

[state state];偍傑偗
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
Triggerall = Time > 60
trigger1 = random%8=1
trigger2 = gametime%8 = 1
value = 5150
ignorehitpause = 1

[state state];偍傑偗
type = targetbind
triggerall = numtarget > 0
triggerall = target,ishelper != 1
Trigger1 = Time > 60
time = 1
pos = 0,30
ignorehitpause = 1

[State 6300]
Type = Explod
Triggerall = Time = [61,161]
Trigger1 = numtarget
trigger1 = enemynear,stateno = 5150||enemynear,life = 0||enemynear,alive = 0
Anim = 8944
ID = 8944
Pos = 0,30
PosType = p1
Scale = 2,2
Facing = 1
Vel = 0,6*(time = [61,102])
SprPriority = 10
removetime = 23
Trans = Add
Ownpal = 1
persistent = 23
SuperMoveTime = 99999
PauseMoveTime = 99999
ignorehitpause = 1

[State 192, PlaySnd]
Type = PlaySnd
Triggerall = Time = [61,161]
Trigger1 = numtarget
trigger1 = enemynear,stateno = 5150||enemynear,life = 0||enemynear,alive = 0
Value = S890,1
persistent = 0

[State 192, pos]
Type = posadd
Trigger1 = Time = [161,170]
x = -2
y = -1

[State 192, pos]
Type = posadd
Trigger1 = Time > 170
x = -2
y = 2

;--------------------廔椆
[State 3564]
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
;丂丂斶偟傒偺岦偙偆傊
;--------------------------------------------------
[StateDef 3565]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8993
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 20
Value = s896,1

[State 1000, 攚宨]
type = Explod
Trigger1 = Time = 20
anim = 8943
id = 3565
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State -2, Helper]
Type = Helper
triggerall = !ishelper
Trigger1 = NumHelper(3566) = 0
Trigger1 = Time = 40
Trigger2 = Time = 70
Trigger2 = random%5 = 1 || NumHelper(3566) = 0
OwnPal = 1
PosType = left
Pos = random%301,-random%181
ID = 3566
StateNo = 3566
Name = " "
helpertype = player
Size.XScale = 0.5
Size.YScale = 0.5
ignorehitpause = 1

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;丂丂斶偟傒偺岦偙偆傊
;--------------------------------------------------
[StateDef 3566]
Type = S
MoveType = I
Physics = N
Ctrl = 0
Anim = 8991
velset = 0,0
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

[State -2]
type = PlayerPush
trigger1 = var(0) = 890
value = 0
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
trigger1 = root,palno = 6
trigger2 = time%15 < 10
trigger3 = var(0) = 890
value = SCA
time = 1
ignorehitpause = 1

[State reversal]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
p2stateno = 3567

[State -23]
type = HitOverride
trigger1 = root,palno != 6
time = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 890
ignorehitpause = 1

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

[state 1]
type = targetlifeadd
trigger1 = numtarget
value = -1 -3*(var(0)=890)
absolute = 1
ignorehitpause = 1

[State 1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s904,0

;嫍棧
[state -1]
type = varset
trigger1 = time = 0
trigger2 = time%10 = 1
fvar(13) = abs(pos x - enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause = 1

;嫍棧
[state -1]
type = varset
trigger1 = time = 0
trigger2 = time%10 = 1
fvar(14) = (enemynear,pos y) - pos y + enemynear,const(size.Head.Pos.y) +30
ignorehitpause = 1

[State 1000]
type = posset
trigger1 = abs(fvar(13)) + abs(fvar(14)) > 2000
x = enemynear,pos x
y = enemynear,pos y + enemynear,const(size.Head.Pos.y) + 200*(enemynear,pos y < 0) -100

[State 1000]
type = posadd
trigger1 = abs(fvar(13)) + abs(fvar(14)) > 500
x = -fvar(13)/2
y = -fvar(14)/2

[State 1000]
type = VelSet
trigger1 = time%10 = 1
trigger1 = var(0) != 890
trigger2 = var(0) = 890
x = (fvar(13)/50)*(var(0) != 890)
y = (fvar(14)/50)*(var(0) != 890)

[State 1000]
type = varset
trigger1 = abs(fvar(13)) + abs(fvar(14)) < 50
var(0) = 890

[State 1000]
type = posset
trigger1 = var(0) = 890
Trigger1 = var(1) < 81
x = enemynear,pos x
y = enemynear,pos y  + enemynear,const(size.Head.Pos.y) +30

[State 1000]
type = posadd
trigger1 = var(0) = 890
Trigger1 = var(1) < 81
x = -30+60*(facing=enemynear,facing)

[State 1000]
type = varadd
trigger1 = var(0) = 890
var(1) = 1

;峌寕椡
[State -2]
type = AttackMulSet
trigger1 = var(0) = 890
value = ceil(0.00001*ifelse(enemy,const(data.defence)>0,enemy,const(data.defence),100)*ifelse(enemy,lifemax>0,enemy,lifemax,1000))*ifelse((root,palno=1||root,palno=7),0.5,1)
ignorehitpause = 1

[State 1]
Type = PlaySnd
Trigger1 = var(1) = 1
Value = s904,1

[State 1]
Type = changeanim
Trigger1 = var(1) = 60
Value = 8992

[State 6300]
Type = Explod
Trigger1 =  var(1) = 61
Anim = 8994
ID = 8994
Pos = 23,-23
PosType = p1
SprPriority = 10
BindTime = -1
Trans = add
Ownpal = 1
ignorehitpause = 1

[State 1]
Type = PlaySnd
Trigger1 = var(1) = 61
Value = s904,2

[State 220]
type = Projectile
trigger1 = var(1) = 61
projanim = 10230
projremove = 1
projremovetime = 60
projid = 10220
Attr = S, SA
HitFlag = MAFPD
AnimType = Medium
Air.AnimType = Medium
Priority = 7, Hit
Damage = 35+random%35+1000*(random%10 = 0),35+random%35+1000*(random%10 = 0)
PauseTime = 0, 50
HitSound = S-1
GuardSound = S-1
Ground.Type = High
Ground.SlideTime = 33
Ground.HitTime = 33
Guard.HitTime = 23
Air.HitTime  = 77
Guard.CtrlTime = 22
Guard.Dist = 88
Ground.Velocity = -8, 0
Guard.Velocity = -6
Air.Velocity = -7,-9
Fall = 0
Air.Fall = 0
GivePower = -120, -22220
hitonce = 0

[state 1]
type = destroyself
trigger1 = time > 300
trigger1 = var(0) != 890
trigger2 = anim = 8992
trigger2 = animtime = 0

;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
;丂丂斶偟傒偺岦偙偆傊
;--------------------------------------------------
[StateDef 3567]
Type = S
MoveType = I
Physics = N
Ctrl = 0
velset = 0,0
SprPriority = 1

[state 1]
type = hitby
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 0
stateno = 0
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 1
stateno = 0
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 2
stateno = 0
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 3
stateno = 0
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 4
stateno = 0
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 5
stateno = 0
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 6
stateno = 0
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !ishelper
time = -1
attr = 
slot = 7
stateno = 0
ignorehitpause = 1

[state 1]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[state 1]
type = lifeadd
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = !time
value = -ceil(lifemax/15)
absolute = 1
ignorehitpause = 1

[state 1]
type = selfstate
trigger1 = time
trigger2 = name ="ONI-MIKO-REIMU"
trigger2 = !ishelper
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
;	[僿儖僷乕]柌憐晻報丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6439撈帺乯
;  Var(1)	敪幩妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	僸僢僩敾掕
;  Var(6)	僸僢僩夞悢
;  Var(7)	憡庤悂偒旘傃曽岦
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
; FVar(3)	憡庤嫍棧X
; FVar(4)	憡庤嫍棧Y
; FVar(5)	儂乕儈儞僌妏搙
;
;------------------------------
[StateDef 6430]
Type = A
MoveType = A
Physics = N
Anim = 8928
SprPriority = 10

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

;--------------------彅悢抣弶婜壔
[State 6430, VarSet];敪幩妏搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Root,Var(20)

[State 6430, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 8928+((Var(1)/45)%3)

[State 6430, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6430, VarSet];僸僢僩敾掕
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 0

[State 6430, VarSet];憡庤悂偒旘傃曽岦
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

[State 6430, VarSet];奼戝棪
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.15

;--------------------懍搙愝掕
[State 6430, VelSet] 
Type = VelSet
Trigger1 = Time = 0
X = 10*Cos(-Pi*(1.0*Var(1)/180))
Y = 10*Sin(-Pi*(1.0*Var(1)/180))

;--------------------夞揮偺愝掕
[State 6430, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = 0

;--------------------師傊
[State 6430, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6431

;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]柌憐晻報丂揥奐丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6439撈帺乯
;  Var(1)	敪幩妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	僸僢僩敾掕
;  Var(6)	僸僢僩夞悢
;  Var(7)	憡庤悂偒旘傃曽岦
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
; FVar(3)	憡庤嫍棧X
; FVar(4)	憡庤嫍棧Y
; FVar(5)	儂乕儈儞僌妏搙
;
;------------------------------
[StateDef 6431]
MoveType = I

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6431, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 643]
type = Projectile
trigger1 = time = 1
projanim = 16425
projremove = 1
projremovetime = 20
projid = 16425
velocity = vel x,vel y
Attr = A, HP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 27, 27
PauseTime = 0, 10
hitsound = S100, 3
SparkNo = S(31020+random%4)
Ground.Type = High
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 22
Air.HitTime  = 80
Guard.CtrlTime = 22
Guard.Dist = 50
Ground.Velocity = -2*Var(7), -8
Guard.Velocity = -6*Var(7)
Air.Velocity = -2*Var(7),-8
AirGuard.Velocity = -3*Var(7),-4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 0
Air.Fall = 0
GivePower = 10, -21050
p2stateno = 20000 + gametime%4

;========== 嫟捠偺張棟 ==========

;--------------------儂乕儈儞僌傊
[State 6431, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 25
Value = 6434

;--------------------懍搙曄壔
[State 6431, VelMul] 
Type = VelMul
Trigger1 = Var(2) <= 10
X = 0.96
Y = 0.96

[State 6431, VelMul] 
Type = VelMul
Trigger1 = Var(2) > 10
X = 0.88
Y = 0.88

;--------------------夞揮偺曄壔
[State 6431, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6431, AngleAdd]
Type = AngleAdd
Trigger1 = 1
Value = -10

;--------------------摟夁愝掕
[State 6431, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------奼戝棪憹壛
[State 6431, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < 0.75
FV = 1
Value = 0.10

;--------------------帪娫宱夁
[State 6431, VarAdd];Time
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]柌憐晻報丂儂乕儈儞僌丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6439撈帺乯
;  Var(1)	敪幩妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	僸僢僩敾掕
;  Var(6)	僸僢僩夞悢
;  Var(7)	憡庤悂偒旘傃曽岦
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
; FVar(3)	憡庤嫍棧X
; FVar(4)	憡庤嫍棧Y
; FVar(5)	儂乕儈儞僌妏搙
;
;------------------------------
[StateDef 6434]
MoveType = A
VelSet = 0, 0

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

;--------------------徚柵忦審
[State 6434, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Value = 6439

;--------------------懍搙愝掕
[State 6434, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.0

;--------------------帪娫弶婜壔
[State 6434, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

;--------------------僸僢僩夞悢弶婜壔
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 6
Value = 3

;--------------------憡庤偑偄傞応崌丗憡庤偺埵抲傪庢摼
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 3
Value = P2Dist X

[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 4
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 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) > Abs(FVar(4))
FV = 5
Value = Atan(FVar(4)/FVar(3))*180/Pi

[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) <= Abs(FVar(4))
FV = 5
Value = IfElse(FVar(4)>0, 90, -90)

[State 6434, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(3) < 0
FV = 5
Value = 180

;--------------------憡庤偑偄側偄応崌丗偦偺傑傑偺妏搙傪曐偮
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 5
Value = -1.0*Var(1)

;--------------------憡庤悂偒旘傃曽岦愝掕
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

;--------------------師傊
[State 6434, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6435

;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]柌憐晻報丂儂乕儈儞僌丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6439撈帺乯
;  Var(1)	敪幩妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	僸僢僩敾掕
;  Var(6)	僸僢僩夞悢
;  Var(7)	憡庤悂偒旘傃曽岦
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
; FVar(3)	憡庤嫍棧X
; FVar(4)	憡庤嫍棧Y
; FVar(5)	儂乕儈儞僌妏搙
;
;------------------------------
[StateDef 6435]
MoveType = I

;========== 嫟捠偺張棟 ==========

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

;--------------------僄僼僃僋僩儔儞僟儉
[State 6435, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 643]
type = Projectile
trigger1 = time = 1
projanim = 16425
projremove = 1
projremovetime = 14
projid = 16425
velocity = vel x,vel y
Attr = A, HP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 27, 27
PauseTime = 0, 10
hitsound = S100, 3
SparkNo = S(31020+random%4)
AnimType = Hard
Air.AnimType = Back
Damage = 12, 12
PauseTime = 10, 10
Ground.Type = High
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 22
Air.HitTime  = 80
Guard.CtrlTime = 22
Guard.Dist = 50
Ground.Velocity = -2*Var(7), -8
Guard.Velocity = -6*Var(7)
Air.Velocity = -2*Var(7),-8
AirGuard.Velocity = -3*Var(7),-4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 0
Air.Fall = 0
GivePower = 10, -77100
p2stateno = 20000+random%4

;--------------------孞傝曉偟
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = time >= 15
Value = 6435

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 60
Value = 6439

;--------------------懍搙愝掕
[State 6435, VelSet] 
Type = VelSet
Trigger1 = 1
X = FVar(2)*Cos(Pi*(1.0*FVar(5)/180))
Y = FVar(2)*Sin(Pi*(1.0*FVar(5)/180))

;--------------------夞揮偺曄壔
[State 6435, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75, 0.75

[State 6435, AngleAdd]
Type = AngleAdd
Trigger1 = 1
Value = -10

;--------------------摟夁愝掕
[State 6435, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------懍搙忋徃
[State 6435, VarAdd]
Type = VarAdd
Trigger1 = FVar(2) < 20.0
FV = 2
Value = 0.5

;--------------------帪娫宱夁
[State 6435, 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]柌憐晻報丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6439撈帺乯
;  Var(1)	敪幩妏搙
;  Var(2)	Time
;  Var(3)	柧搙
;  Var(4)	僸僢僩敾掕
;  Var(6)	僸僢僩夞悢
;  Var(7)	憡庤悂偒旘傃曽岦
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
; FVar(3)	憡庤嫍棧X
; FVar(4)	憡庤嫍棧Y
; FVar(5)	儂乕儈儞僌妏搙
;
;------------------------------
[StateDef 6439]
MoveType = I

;--------------------徚柵忦審
[State 6439, DestroySelf]
Type = DestroySelf
Trigger1 = FVar(1) <= 0.01

;--------------------夞揮偺曄壔
[State 6439, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6439, AngleAdd]
Type = AngleAdd
Trigger1 = 1
Value = -10

;--------------------摟夁愝掕
[State 6439, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------奼戝棪尭彮
[State 6439, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) > 0.01
FV = 1
Value = -0.0375

[State 6439, VarSet]
Type = VarSet
Trigger1 = FVar(1) <= 0.01
FV = 1
Value = 0

;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]敧曽婼敍恮
;--------------------------------------------------
;奺Var偵偮偄偰乮St6450撈帺乯
;  Var(1)	忬懺慗堏僼儔僌
;  Var(2)	柧搙
;
;------------------------------
[StateDef 6450]
Type = S
MoveType = I
Physics = N
Anim = 6450
SprPriority = 10

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

;--------------------彅悢抣弶婜壔
[State 6450, VarSet];忬懺慗堏僼儔僌
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6450, VarSet];柧搙
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

;--------------------徚柵忦審
[State 6450, DestroySelf]
Type = DestroySelf
Trigger1 = Var(2) < 5
Trigger2 = Root,StateNo != [3040,3059]

;--------------------摟夁愝掕
[State 6450, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------柧搙
[State 6450, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(2), Var(2), Var(2)

;--------------------彅悢抣曄壔
[State 6450, VarSet];忬懺慗堏僼儔僌
Type = VarSet
Trigger1 = Var(1) = 0
Trigger1 = Root,StateNo != 3051
V = 1
Value = 1

[State 6450, VarAdd];柧搙尭彮
Type = VarAdd
Trigger1 = Var(1) = 1
V = 2
Value = -5

;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]堿梲婼恄嬍丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6470乣6478撈帺乯
;  Var(1)	Time
;  Var(2)	柧搙
;
; FVar(1)	奼戝棪
;
;------------------------------
[StateDef 6470]
Type = A
MoveType = A
Physics = N
Anim = 10000
SprPriority = 10

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

[State -26]
type = ChangeAnim
trigger1 = time = 1
value = 8932
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6470, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6470, VarSet];僸僢僩娫妘
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 0

;--------------------師傊
[State 6470, ChangeState]
Type = ChangeState
Trigger1 = Var(1) >= 11
Value = 6475

;--------------------夞揮偺愝掕
[State 6470, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = 0

[State 6115, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = 1
Scale = 0.8+var(1)/10,0.8+var(1)/10
ignorehitpause = 1

;--------------------摟夁愝掕
[State 6470, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6470, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 310 , blink]
type = PalFX
trigger1 = time = 0
time = -1
add = 100,-180,-180
sinadd = -80,-80,-80,10
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

;--------------------帪娫宱夁
[State 6470, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
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]堿梲婼恄嬍丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6470乣6478撈帺乯
;  Var(1)	Time
;  Var(2)	柧搙
;  Var(3)	僸僢僩娫妘
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
; FVar(1)	奼戝棪
;
;------------------------------
[StateDef 6475]
MoveType = I

;========== 嫟捠偺張棟 ==========

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

;--------------------僄僼僃僋僩儔儞僟儉
[State 6475, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------峌寕愝掕
[State 647]
type = Projectile
trigger1 = time%30 = 1
trigger2 = time%30 = 11
projanim = 16470
projremove = 1
projremovetime = 9
projid = 16470
velocity = vel x,vel y
Attr = S, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 15+random%15,15
PauseTime = 0, 10
hitsound = S100, 8
SparkNo = S(31020+random%4)
Guard.PauseTime = 0, 0
Ground.Type = High
Ground.SlideTime = 50
Ground.HitTime = 70
Guard.HitTime = 22
Air.HitTime  = 70
Guard.CtrlTime = 22
Guard.Dist = 80
Ground.Velocity = -6, -4
Guard.Velocity = -3
Air.Velocity = -6, -4
AirGuard.Velocity = -3, -4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 0
Air.Fall = 0
GivePower = 1, -11100

[State 647]
type = Projectile
trigger1 = time%30 = 21
projanim = 16470
projremove = 1
projremovetime = 9
projid = 16470
velocity = vel x,vel y
Attr = S, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 15+random%15,15
PauseTime = 0, 10
hitsound = S100, 8
SparkNo = S(31020+random%4)
Guard.PauseTime = 0, 0
Ground.Type = High
Ground.SlideTime = 50
Ground.HitTime = 70
Guard.HitTime = 22
Air.HitTime  = 70
Guard.CtrlTime = 22
Guard.Dist = 80
Ground.Velocity = -6, -4
Guard.Velocity = -3
Air.Velocity = -6, -4
AirGuard.Velocity = -3, -4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 0
Air.Fall = 0
GivePower = 1, -11100
p2stateno = 20000+random%4

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6475, ChangeState]
Type = ChangeState
Trigger1 = FrontEdgeDist < -160
Value = 6478

;--------------------夞揮偺愝掕
[State 6475, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 3, 3

;--------------------摟夁愝掕
[State 310 , blink]
type = PalFX
trigger1 = time = 0
time = -1
add = 100,-180,-180
sinadd = -80,-80,-80,10
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 6475, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6475, Trans]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

;--------------------懍搙忋徃
[State 6475, VelAdd]
Type = VelAdd
Trigger1 = Vel X < 5
X = 0.03

;--------------------帪娫宱夁
[State 6475, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
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]堿梲婼恄嬍丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6470乣6478撈帺乯
;  Var(1)	Time
;  Var(2)	柧搙
;
; FVar(1)	奼戝棪
;
;------------------------------
[StateDef 6478]
MoveType = I

;--------------------彅悢抣弶婜壔
[State 6478, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

;--------------------徚柵忦審
[State 6478, DestroySelf]
Type = DestroySelf
Trigger1 = Var(2) = 0

;--------------------夞揮偺愝掕
[State 6475, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 3, 3

;--------------------摟夁愝掕
[State 310 , blink]
type = PalFX
trigger1 = 1
time = 1
add = 100,-180,-180
sinadd = -80,-80,-80,10
Mul = Var(2), Var(2), Var(2)
color = 0 
invertall = 1
ignorehitpause = 1

[State 6478, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6478, Trans]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

;--------------------彅悢抣曄壔
[State 6478, VarSet] 
Type = VarSet
Trigger1 = Time = 1
V = 2
Value = 250

[State 6478, VarAdd] 
Type = VarAdd
Trigger1 = Time > 1
V = 2
Value = -10

;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
;	[僄僼僃僋僩]揤攅晽恄媟丂儔僗僩廟僄僼僃僋僩
;--------------------------------------------------
;奺Anim偵偮偄偰
; 6560		揤攅晽恄媟丂儔僗僩廟僄僼僃僋僩
;
;奺Var偵偮偄偰乮St6560撈帺乯
;  Var( 1)	杮懱偺帪娫乮婎弨乯
;  Var( 2)	杮懱偺帪娫乮宱夁乯
;  Var( 3)	帪娫嵎
; FVar( 1)	奼戝棪 X
; FVar( 2)	奼戝棪 Y
;
;------------------------------
[StateDef 6560]
Type = A
MoveType = I
Physics = N
Anim = 10000
SprPriority = 2

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

[State 6560, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Root,Time

[State 6560, VarSet] 
Type = VarSet
Trigger1 = 1
V = 2
Value = Root,Time

;----------僄僼僃僋僩偺戝偒偝
[State 6560, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.8

[State 6560, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.8

[State 6560, VarAdd] 
Type = VarAdd
Trigger1 = Var(2)-Var(1) != Var(3)
FV = 1
Value = 0.1

[State 6560, VarAdd] 
Type = VarAdd
Trigger1 = Var(2)-Var(1) != Var(3)
Trigger1 = FVar(2) > 0
FV = 2
Value = 0.1

[State 6056, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 1
Anim = 6560
ID = 6560
Pos = 0,0
Vel = 1,-1.7
BindTime = -1
Scale =1,1
SprPriority = 2
RemoveTime = 600

;----------摟柧壔仌戝偒偝曄峏
[State 6560, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6056, 僄僼僃僋僩憖嶌]
Type = ModifyExplod
Trigger1 = 1
ID = 6560
Scale = FVar(1),FVar(2)
IgnoreHitPause = 1

[State 6056, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Triggerall = NumExplod(6560) > 0
Trigger1 = time >= 20
Trigger2 = Root,StateNo != 3163
ID = 6560

;----------徚柵忦審
[State 6560, VarSet] 
Type = VarSet
Trigger1 = 1
V = 3
Value = Var(2)-Var(1)

[State 6560, DestroySelf]
Type = DestroySelf
Trigger1 = time >= 20
Trigger2 = Root,StateNo != 3163

;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]堿梲嶶壺丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6640乣6649撈帺乯
;  Var(1)	Time
;  Var(2)	柧搙
;  Var(3)	愙怗敾掕
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
;
;------------------------------
[StateDef 6640]
Type = A
MoveType = A
Physics = N
Anim = 8931
VelSet = 0, 0
SprPriority = 9

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

;--------------------彅悢抣弶婜壔
[State 6640, VarSet];懍搙
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.5*Root,Var(21)

[State 6640, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6640, VarSet];柧搙
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 255

[State 6640, VarSet];愙怗敾掕
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 0

[State 6640, VarSet];奼戝棪
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.05

;--------------------師傊
[State 6642, VelSet];懍搙
Type = VelSet
Trigger1 = Time = 10
X = FVar(2)

[State 6640, ChangeState]
Type = ChangeState
Trigger1 = Time = 10
Value = 6642

;--------------------彅悢抣曄壔
[State 6640, VarAdd];奼戝棪
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.05

;--------------------摟夁愝掕
[State 6640, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------夞揮偺愝掕
[State 6640, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = 0

[State 6640, AngleDraw]
Type = AngleDraw
Trigger1 = Time >= 0
Scale = FVar(1), FVar(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]堿梲嶶壺丂儕僙僢僩
;--------------------------------------------------
;奺Var偵偮偄偰乮St6640乣6649撈帺乯
;  Var(1)	Time
;  Var(2)	柧搙
;  Var(3)	愙怗敾掕
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
;
;------------------------------
[StateDef 6641]
MoveType = I

;--------------------徚柵
[State 6641, ChangeState]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(1) > 156
Value = 6644

;--------------------師傊
[State 6641, ChangeState]
Type = ChangeState
Trigger1 = Var(1) <= 156
Trigger1 = Time > 0
Trigger1 = Vel Y = [0, 0.36]
Value = 6642

;--------------------彅悢抣弶婜壔
[State 6641, VarSet];愙怗敾掕
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 0

;--------------------彅悢抣曄壔
[State 6641, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

;--------------------懍搙愝掕
[State 6641, VelAdd];懍搙
Type = VelAdd
Trigger1 = Pos Y < 0
Y = 0.36

[State 6641, VelMul];懍搙
Type = VelMul
Trigger1 = ((Pos Y >= 0) && (Vel Y >= 0))
Y = -1

[State 6641, ChangeState]
Type = ChangeState
Trigger1 = Var(1) <= 156
Trigger1 = Time > 0
Trigger1 = ((Pos Y >= 0) && (Vel Y < 0))
Value = 6642

;--------------------摟夁愝掕
[State 6641, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------夞揮偺愝掕
[State 6641, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 0.5, 0.5

;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]堿梲嶶壺丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6640乣6649撈帺乯
;  Var(1)	Time
;  Var(2)	柧搙
;  Var(3)	愙怗敾掕
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
;
;------------------------------
[StateDef 6642]
MoveType = I

[State 6215, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 1

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

;--------------------徚柵
[State 6642, ChangeState]
Type = ChangeState
Trigger1 = Var(1) > 156
Value = 6644

;--------------------峌寕愝掕
[State 66]
type = Projectile
trigger1 = time%30 = 1
trigger1 = var(20) = 0
projanim = 16640
projremove = 1
projremovetime = 29
projid = 16640
velocity = vel x,vel y
Attr = A, SP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 50, 50
PauseTime = 0, 0
hitsound = S100, 2
SparkNo = S(31020+random%4)
Ground.Type = High
Ground.SlideTime = 36
Ground.HitTime = 51
Guard.HitTime = 23
Air.HitTime  = 51
Guard.CtrlTime = 23
Guard.Dist = 40
Ground.Velocity = -5, -5
Guard.Velocity = -6
Air.Velocity = -5,-5
AirGuard.Velocity = -3,-3
AirGuard.CtrlTime = 20
P1SprPriority = 9
Fall = 0
Air.Fall = 0
GivePower = 1, -10000

[State 664]
type = Projectile
trigger1 = time%30 = 1
trigger1 = var(20) = 1
projanim = 16640
projremove = 1
projremovetime = 29
projid = 16640
velocity = vel x,vel y
Attr = A, SP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 50, 50
PauseTime = 0, 0
hitsound = S100, 2
SparkNo = S(31020+random%4)
Ground.Type = High
Ground.SlideTime = 36
Ground.HitTime = 51
Guard.HitTime = 23
Air.HitTime  = 51
Guard.CtrlTime = 23
Guard.Dist = 40
Ground.Velocity = -5, -5
Guard.Velocity = -6
Air.Velocity = -5,-5
AirGuard.Velocity = -3,-3
AirGuard.CtrlTime = 20
P1SprPriority = 9
Fall = 0
Air.Fall = 0
GivePower = 1, -10000
p2stateno = 20000+random%4

;--------------------懍搙愝掕
[State 6642, VelAdd];懍搙
Type = VelAdd
Trigger1 = Pos Y < 0
Y = 0.36

[State 6642, ChangeState]
Type = ChangeState
Trigger1 = ((Pos Y >= 0) && (Vel Y >= 0))
Value = 6641

[State 6642, VelMul];懍搙
Type = VelMul
Trigger1 = ((Pos Y >= 0) && (Vel Y >= 0))
Y = -1

;--------------------彅悢抣曄壔
[State 6642, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

;--------------------摟夁愝掕
[State 6642, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------夞揮偺愝掕
[State 6642, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(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]堿梲嶶壺丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6640乣6649撈帺乯
;  Var(1)	Time
;  Var(2)	柧搙
;  Var(3)	愙怗敾掕
;
; FVar(1)	奼戝棪
; FVar(2)	懍搙
;
;------------------------------
[StateDef 6644]
MoveType = I

;--------------------徚柵
[State 6644, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0

;--------------------懍搙愝掕
[State 6644, VelAdd];懍搙
Type = VelAdd
Trigger1 = Pos Y < 0
Y = 0.36

[State 6644, VelMul];懍搙
Type = VelMul
Trigger1 = ((Pos Y >= 0) && (Vel Y >= 0))
Y = -1

;--------------------摟夁愝掕
[State 6644, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------夞揮偺愝掕
[State 6644, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 0.5, 0.5

;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]堿梲嶶壺丂僼僃乕僪僀儞
;--------------------------------------------------
;奺Var偵偮偄偰乮St6650撈帺乯
;  Var(1)	柧搙
;
; FVar(1)	X曽岦奼戝棪
; FVar(2)	Y曽岦奼戝棪
;
;------------------------------
[StateDef 6650]
Type = A
MoveType = I
Physics = N
Anim = 6650
SprPriority = 1

;--------------------杮懱偵挘傝晅偔
[State 6650, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist X) != 0
X = Floor(RootDist X)

[State 6650, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist Y) != 50
Y = Floor(RootDist Y)-50

;--------------------奼戝棪偺愝掕
[State 6650, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.0

[State 6650, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 3.0

[State 6650, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.1

[State 6650, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = -0.2

[State 6650, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = FVar(1), FVar(2)

;--------------------摟夁愝掕
[State 6650, Trans]
Type = Trans
Trigger1 = Time >= 0
Trans = Add1

;--------------------柧搙尭彮
[State 6650, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6650, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 1
Value = 25

;--------------------徚柵忦審
[State 6650, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

;--------------------柧搙
[State 6650, 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]杺忩慚寢丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6660乣6669撈帺乯
;  Var(1)	柧搙
;
;------------------------------
[StateDef 6660]
Type = S
MoveType = A
Physics = N
Anim = 6660
VelSet = 0, 0
SprPriority = 10

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

[State -2]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

;--------------------彅悢抣弶婜壔
[State 6660, VarSet];柧搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 256

;--------------------師傊
[State 6660, VelSet];懍搙
Type = VelSet
Trigger1 = Time = 1
X = 1.5

[State 6660, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6665

;--------------------摟夁愝掕摍
[State 6660, 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]杺忩慚寢丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6660乣6669撈帺乯
;  Var(1)	柧搙
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6665]
MoveType = I

;========== 嫟捠偺張棟 ==========

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

[State -2]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

;--------------------僄僼僃僋僩儔儞僟儉
[State 6665, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;========== 峌寕帪偺張棟 ==========
[State 66]
type = Projectile
trigger1 = time%30 = 1
projanim = 16660
projremove = 1
projremovetime = 29
projid = 16660
velocity = vel x,vel y
Attr = S, SP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Damage = 50, 50
PauseTime = 0, 0
hitsound = S100, 8
SparkNo = S(31020+random%4)
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 24
Guard.HitTime = 23
Air.HitTime  = 51
Guard.CtrlTime = 23
Guard.Dist = 40
Ground.Velocity = -5, -5
Guard.Velocity = -6
Air.Velocity = -5,-5
AirGuard.Velocity = -3,-3
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 0
Air.Fall = 0
GivePower = 1, -99990

;========== 嫟捠偺張棟 ==========

;--------------------徚柵
[State 6665, ChangeState]
Type = ChangeState
Trigger1 = FrontEdgeDist < -120
Value = 6669

;--------------------摟夁愝掕摍
[State 6665, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
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]杺忩慚寢丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6660乣6669撈帺乯
;  Var(1)	柧搙
;
;------------------------------
[StateDef 6669]
MoveType = I

[State -2]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

;--------------------徚柵
[State 6669, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0

;--------------------柧搙
[State 6669, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 6669, VarAdd];柧搙尭彮
Type = VarAdd
Trigger1 = Var(1) > 0
V = 1
Value = -26

[State 6669, VarSet];柧搙偺尷搙
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;--------------------摟夁愝掕摍
[State 6669, 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
;儀儂儅杮懱
;--------------------------------------------------
[StateDef 8901]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8962
velset = 0,0
SprPriority = 1

[State pos]
Type = posset
Trigger1 = Time = 0
y = 0

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 7
Value = S898, 2
Channel = 2

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 8
Value = S898, 1
Channel = 1

;--------------------廔椆
[state 1]
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
;儀儂儅僄僼僃僋僩
;--------------------------------------------------
[StateDef 8902]
Physics  = N
Anim     = 10000

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

[State 6056, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time > 14
var(0) = 18

[State 6056, 曄悢憹尭]
Type = Varset
Trigger1 = time = 0
fvar(0) = 5

[State 6056, 曄悢憹尭]
Type = Varset
Trigger1 = Time<14
fvar(0) = 0.8*fvar(0)

[State 6056, 曄悢憹尭]
Type = Varset
Trigger1 = Time>=14
fvar(0) = 0.2*fvar(0)

[State 6056, 怓]
Type = PalFX
Trigger1 = 1
Time = 1
Mul = 256-Var(0),256-Var(0),256-Var(0)

;************************
[State 6056, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 1
Anim = 8964
ID = 8964
Pos = 0,0
BindTime = -1
Scale =1,1
SprPriority = 5
removeTime = 600
supermovetime = 999999999999
pausemovetime = 999999999999

[State 6056, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 1
Anim = 8963
ID = 8963
Pos = 0,0
BindTime = -1
Scale =5,5
SprPriority = 7
removeTime = 600
supermovetime = 999999999999
pausemovetime = 999999999999

;**************************************************
[State 6056, 僄僼僃僋僩憖嶌]
Type = ModifyExplod
Trigger1 = 1
ID = 8963
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1

[State 6056, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Trigger1 = NumExplod(8963) > 0
Trigger1 = var(0) > 249
ID = 8963

[State 6056, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Trigger1 = NumExplod(8964) > 0
Trigger1 = var(0) > 249
ID = 8964

;**************************************************
[State 6056, 僿儖僷乕傪徚偡]
Type = DestroySelf
Trigger1 = var(0) > 249

;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
;俇俹嫖慘婲摦愗傝懼偊
;--------------------------------------------------
[StateDef 8903]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹掕婜揑proj愗傝懼偊
;--------------------------------------------------
[StateDef 8904]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

[state 1]
type = varadd
trigger1 = time = 10
var(31) = 1 -6*(var(31)=5)

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹掕婜揑proj
;--------------------------------------------------
[StateDef 8905]
Type = S
MoveType = I
Physics = N
Ctrl = 0
Anim = 8968
velset = 0,0
SprPriority = 2

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

[State -2]
type = AttackMulSet
trigger1 = 1
value = ceil(0.00001*ifelse(enemy,const(data.defence)>0,enemy,const(data.defence),100)*ifelse(enemy,lifemax>0,enemy,lifemax,1000))*(root,fvar(32)+1)
ignorehitpause = 1

[State 10]
Type = changeanim
Trigger1 = root,var(31) = 1
Trigger1 = anim != 8968
value = 8968

[State 10]
Type = changeanim
Trigger1 = root,var(31) = 2
Trigger1 = anim != 8973
value = 8973

[State 10]
Type = changeanim
Trigger1 = root,var(31) = 3
Trigger1 = anim != 8983
value = 8983

[State 10]
Type = changeanim
Trigger1 = root,var(31) = 4
Trigger1 = anim != 8984
value = 8984

[State 10]
Type = changeanim
Trigger1 = root,var(31) = 5
Trigger1 = anim != 8985
value = 8985

[State 10]
Type = angleadd
Trigger1 = root,var(31) >= 2
value = 2

[State 10]
Type = angledraw
Trigger1 = root,var(31) = 2
scale = 2.5,2.5

[State 10]
Type = angledraw
Trigger1 = root,var(31) = [3,4]
scale = 1.75,1.75

[State 10]
Type = angledraw
Trigger1 = root,var(31) = 5

[State 10]
Type = trans
Trigger1 = root,var(31) = [1,2]
Trigger1 = gametime%120 != [59,65]
Trigger2 = root,var(31) = 3
Trigger2 = gametime%30 != [9,15]
Trigger3 = root,var(31) = 4
Trigger3 = gametime%15 = [1,8]
trans = add

[State 10]
Type = trans
Trigger1 = root,var(31) = [1,2]
Trigger1 = gametime%120 = [59,65]
Trigger2 = root,var(31) = 3
Trigger2 = gametime%30 = [9,15]
Trigger3 = root,var(31) = 4
Trigger3 = gametime%15 != [1,8]
Trigger4 = root,var(31) = 5
trans = sub

[State 1065, PosAdd]
Type = Posset
Trigger1 = gametime%300 = [0,59]
x = enemy,pos x
y = enemy,pos y - 50

[State 1065, PosAdd]
Type = Posset
Trigger1 = gametime%300 = [60,119]
x = enemy,pos x
y = enemy,pos y - 70

[State 1065, PosAdd]
Type = Posset
Trigger1 = gametime%300 = [120,179]
x = enemy,pos x - 20
y = enemy,pos y - 50

[State 1065, PosAdd]
Type = Posset
Trigger1 = gametime%300 = [180,239]
x = enemy,pos x + 20
y = enemy,pos y - 50

[State 1065, PosAdd]
Type = Posset
Trigger1 = gametime%300 = [240,299]
x = enemy,pos x
y = enemy,pos y - 30

[State 106]
type = Projectile
trigger1 = time > 60 && gametime%240 = 60
trigger1 = root,var(31) = [1,2]
projanim = 8969
projremove = 1
projremovetime = 5
projid = 8968
projpriority = 999999999999999
postype = p1
offset = 0,0
Attr = S, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = ceil(44*(root,var(31))),ceil(44*(root,var(31)))
PauseTime = 10, 15
HitSound = S100, 0+root,var(31)
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
getpower = 0, 0
GivePower = 10, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10

[State 106]
type = Projectile
trigger1 = time > 60 && gametime%240 = 180
trigger1 = root,var(31) = [1,2]
projanim = 8969
projremove = 1
projremovetime = 5
projid = 8968
projpriority = 999999999999999
postype = p1
offset = 0,0
Attr = C, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = ceil(44*(root,var(31))),ceil(44*(root,var(31)))
PauseTime = 10, 15
HitSound = S100, 0+root,var(31)
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
getpower = 0, 0
GivePower = 10, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10

[State 106]
type = Projectile
trigger1 = time > 60 && gametime%60 = 10
trigger1 = root,var(31) = [3,5]
projanim = 8969
projremove = 1
projremovetime = 5
projid = 8968
projpriority = 999999999999999
postype = p1
offset = 0,0
Attr = S, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 44,44
PauseTime = 10, 15
HitSound = S100, 1
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
getpower = 0, 0
GivePower = 10, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10

[State 106]
type = Projectile
trigger1 = time > 60 && gametime%60 = 40
trigger1 = root,var(31) = [3,5]
projanim = 8969
projremove = 1
projremovetime = 5
projid = 8968
projpriority = 999999999999999
postype = p1
offset = 0,0
Attr = C, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 44,44
PauseTime = 10, 15
HitSound = S100, 1
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
getpower = 0, 0
GivePower = 10, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10

[State 106]
type = Projectile
trigger1 = time > 60 && gametime%60 = 25
trigger1 = root,var(31) = [4,5]
projanim = 8969
projremove = 1
projremovetime = 5
projid = 8968
projpriority = 999999999999999
postype = p1
offset = 0,0
Attr = A, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 88,88
PauseTime = 10, 15
HitSound = S100, 2
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
getpower = 0, 0
GivePower = 10, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10

[State 106]
type = Projectile
trigger1 = time > 60 && gametime%60 = 55
trigger1 = root,var(31) = [4,5]
projanim = 8969
projremove = 1
projremovetime = 5
projid = 8968
projpriority = 999999999999999
postype = p1
offset = 0,0
Attr = C, SA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 88,88
PauseTime = 10, 15
HitSound = S100, 2
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
getpower = 0, 0
GivePower = 0, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10

[State 8103]
type = Projectile
triggerall = time > 60 && gametime%2 = 1
triggerall = gametime%60 < 30
trigger1 = root,var(31) = 5
projanim = 8981
projremove = 1
projremovetime = 2
projid = 3010211
velocity = 0,0
accel = 0,0
offset = 0,0
attr = S, SA
damage = 12, 16
animtype = hard
hitflag = P
priority = 7, Hit
pausetime = 0, 5
sparkno = s-1
guard.sparkno = s-1
sparkxy = 0, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 8
ground.velocity = -0.5,-2.3
air.velocity = -0.5,-1.9
airguard.velocity = -1.9,-2.2
air.type = High
air.hittime = 8
givepowe=0,0
hitonce=0
p2stateno = 5150
supermovetime = 999000
pausemovetime = 999000

[State 8103]
type = Projectile
triggerall = time > 60 && gametime%2 = 0
triggerall = gametime%60 < 30
trigger1 = root,var(31) = 5
projanim = 8981
projremove = 0
projremovetime = 2
projid = 3011311
velocity = 0,0
accel = 0,0
offset = 0,0
attr = S, SA
damage = 32, 16
animtype = hard
hitflag = P
priority = 7, Hit
pausetime = 0, 5
sparkno = s-1
guard.sparkno = s-1
sparkxy = 0, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 8
ground.velocity = -0.5,-2.3
air.velocity = -0.5,-1.9
airguard.velocity = -1.9,-2.2
air.type = High
air.hittime = 8
givepowe=0,0
hitonce=0
p2stateno = 5150
supermovetime = 999000
pausemovetime = 999000

[State 1065]
type = Projectile
triggerall = roundstate = 2
triggerall = time > 60 && gametime%10 = 0
trigger1 = root,var(31) = 5
projanim = 8908
projremove = 1
projremovetime = 3
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
offset = 0,0
Attr = C, SA
HitFlag = MAFD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 44+random%88
PauseTime = 10, 15
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
getpower = 0, 0
hitonce=0
GivePower = 0, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[State 1065]
type = Projectile
triggerall = roundstate = 2
triggerall = time > 60 && gametime%10 = 5
trigger1 = root,var(31) = 5
projanim = 8908
projremove = 1
projremovetime = 3
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
offset = 0,0
Attr = A, SA
HitFlag = MAFD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 44+random%88
PauseTime = 10, 15
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
getpower = 0, 0
hitonce=0
GivePower = 0, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[state 1]
type = destroyself
trigger1 = root,var(31) = 0

;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
;俇俹杮懱峌寕椡愗傝懼偊
;--------------------------------------------------
[StateDef 8906]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

[state 1]
type = varset
trigger1 = time = 10
fvar(32) = -0.5*(fvar(32)=-0.7) +0.5*(fvar(32)=0) +1.5*(fvar(32)=0.5) -0.7*(fvar(32)=1.5)

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹俫俹尭彮愗傝懼偊
;--------------------------------------------------
[StateDef 8907]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

[state 1]
type = varset
trigger1 = time = 10
var(33) = 890*(var(33) != 890)

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹俫俹侽愗傝懼偊
;--------------------------------------------------
[StateDef 8908]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹帪娫掆巭愗傝懼偊亄偍傑偗
;--------------------------------------------------
[StateDef 1603]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹斀嵃
;--------------------------------------------------
[StateDef 8909]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
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

[State 0]
type = statetypeset
trigger1 = ishelper
Type = S
movetype = A
physics = N
ignorehitpause = 1

[State 0]
type = palfx
trigger1 = ishelper
time = -1
add = -256,-256,-256
mul = 0,0,0
ignorehitpause = 1

[State 20]
Type = changeanim
triggerall = ishelper
Trigger1 = anim != 8976
value = 8976
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
trigger1 = ishelper
x = 1000
y = 160000
ignorehitpause = 1

[State 1065, PlaySnd]
Type = PlaySnd
triggerall = !ishelper
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

[State -2];柍揋
type = NotHitBy
triggerall = ishelper
Trigger1 = root,palno = 6 && root,stateno = 8909
Trigger1 = root,time != [16,90]
Trigger2 = root,palno = 6 && root,stateno != 8909
Trigger3 = ishelper(8909)
Trigger4 = root,palno=12&&root,stateno!=8910&&root,stateno!=[89028,89029]
trigger5 = roundstate != 2
value = SCA
ignorehitpause = 1

[State 106]
type = hitdef
triggerall = ishelper(8909)
triggerall = roundstate = 2
Trigger1 = root,palno = 6 && root,stateno = 8909
Trigger1 = root,time = [16,90]
Trigger2 = root,palno = 12
Attr = S, NA
HitFlag = P
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 0,0
PauseTime = 10, 15
HitSound = S-1
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
getpower = 0, 0
GivePower = 0, -5120
ignorehitpause = 1

;--------------------廔椆
[state 1715.9]
type = changestate
triggerall = !ishelper
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
type = changestate
triggerall = !ishelper
trigger1 = animtime = 0
value = 0
ctrl = 1

[State -2]
type = destroyself
triggerall = ishelper
triggerall = root,palno = 6
Trigger1 = root,stateno = 8909
Trigger1 = root,time > 90
Trigger2 = root,stateno != 8909
ignorehitpause = 1

[State -2]
type = destroyself
triggerall = ishelper(89092)
triggerall = root,palno = 12
Trigger1 = root,stateno!=8910&&root,stateno!=[89028,89029]
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
;俇俹斀嵃
;--------------------------------------------------
[StateDef 8910]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8977
velset = 0,0
SprPriority = 1

[State 1000, 攚宨]
type = Explod
trigger1 = numexplod(8947) = 0
trigger1 = palno != 6
anim = 8947
id = 8947
sprpriority = -10
postype = back
pos = 0,0
trans = add
BindTime = -1
removetime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 6300]
Type = Explod
Trigger1 = time = 5
Anim = 8982
ID = 8982
Pos = 0,-60
PosType = p1
Facing = 1
SprPriority = 0
BindTime = -1
Trans = sub
Ownpal = 1
ignorehitpause = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Value = S903, 1
ignorehitpause = 1

[State 1065, Pos]
Type = Posset
trigger1 = 1
x = 0
y = -90
ignorehitpause = 1

[State 10]
type = Projectile
Trigger1 = time >= 121
trigger1 = random%15=1
projanim = 8903+5*(random%2)
projremove = 1
projremovetime = 12
projid = 8903
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
offset = fvar(13),fvar(14)-60
Attr = C, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35+random%65,35+random%65
PauseTime = 10, 15
HitSound = S-1
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
hitonce = 0
p2stateno = 5150
getpower = 0, 0
GivePower = 0, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 106]
type = Projectile
Trigger1 = time >= 121
trigger1 =  random%10=1
projanim = 8903+5*(random%2)
projremove = 1
projremovetime = 10
projid = 8903
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
offset = fvar(13),fvar(14)-60
Attr = C, ST
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35+random%65,35+random%65
PauseTime = 10, 15
HitSound = S-1
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
hitonce = 0
p2stateno = 5150
getpower = 0, 0
GivePower = 0, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 106]
type = Projectile
Trigger1 = time >= 121
trigger1 =  random%10=1
projanim = 8903+5*(random%2)
projremove = 1
projremovetime = 10
projid = 8903
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
offset = fvar(13),fvar(14)-60
Attr = C, HP
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35+random%65,35+random%65
PauseTime = 10, 15
HitSound = S-1
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
getpower = 0, 0
GivePower = 0, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 3]
type = Projectile
Trigger1 = time >= 121
trigger1 =  random%2
projanim = 8903+5*(random%2)
projremove = 1
projremovetime = 1
projpriority = 99999999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
damage = 2147483648
attr = C,ST
hitflag = MAFPD
sparkno = -1
hitsound = -1
ground.type = none
air.type = none
hitonce = 0
getpower = 0, 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 3]
type = Projectile
Trigger1 = time >= 121
trigger1 =  random%2
projanim = 8903
projremove = 1
projremovetime = 1
projpriority = 99999999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
damage = 2147483648
attr = C,HP
hitflag = MAFPD
sparkno = -1
hitsound = -1
ground.type = none
air.type = none
getpower = 0, 0
p2stateno = 5150
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State reversal]
type = ReversalDef
Trigger1 = time >= 121
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
p2stateno = 5150
palfx.time = 60
palfx.add = -180,-180,100
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
triggerall = time >= 125
trigger1 = target,ishelper
trigger2 = animtime = 0
trigger3 = numtarget > 6
ignorehitpause = 1

[state lifeadd];偍傑偗
type = targetlifeadd 
triggerall = numtarget > 0
Trigger1 = time >= 125
trigger1 = random%4=1
value = -2147483648
Absolute = 1
ignorehitpause = 1

[state power];偍傑偗
type = targetpoweradd
trigger1 = numtarget > 0
Trigger1 = time >= 125
value = -2147483648
ignorehitpause = 1

[state state];偍傑偗
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
Triggerall = time >= 125
trigger1 = gametime%8 = 1
value = 0
ignorehitpause = 1

[state state];偍傑偗
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
Triggerall = time >= 125
trigger1 = random%8=1
trigger2 = gametime%8 = 1
value = 5150
ignorehitpause = 1

[State 3000, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = enemynear,life <= 0
Trigger1 = enemynear,stateno = 5150
Trigger1 = roundstate = 2
Time = 4
Anim = -1
Pos = 0,0
Sound = -1
Darken = 0
P2Defmul = 1
persistent = 12
ignorehitpause = 1

[State -2, VarSet]
Type = VarSet
triggerall = palno = 12
trigger1 = enemynear,name = "Kyuketsuki"
trigger1 = enemynear,palno = [6,11]
trigger1 = enemynear,alive
var(46) = 800
ignorehitpause = 1

[State -2]
Type = VarRandom
trigger1 = animtime = 0
Trigger1 = palno = 12 && roundstate=2
V = 59
Range = 0,599
ignorehitpause = 1

[state -1];曐尟
type = lifeadd
triggerall = name ="ONI-MIKO-REIMU"
triggerall = !ishelper
triggerall = life = 0
trigger1 = numhelper(6900) = 1
trigger1 = helper(6900),var(4) != 890106
trigger2 = numhelper(6900) != 1
value = 1
kill = 0
ignorehitpause = 1

[State 1065, ChangeState]
Type = ChangeState
trigger1 = animtime = 0
Trigger1 = palno = 12 && roundstate=2
Value = IfElse(var(59)<200,89027,IfElse(var(59)>399,89028,89034))
ignorehitpause = 1

[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹撆愗傝懼偊
;--------------------------------------------------
[StateDef 8911]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

[state 1]
type = varset
trigger1 = time = 10
var(32) = 890*(var(32) = 0) + 8901*(var(32) = 890)

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹僗僥乕僩屌掕
;--------------------------------------------------
[StateDef 8912]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

[State 6300]
Type = Explod
Triggerall = numhelper(6900)
Triggerall = helper(6900),var(47) = 8901
Trigger1 = time = 2
Trigger2 = time = 47
Anim = 8980
ID = 8980
Pos = 30-random%60,-30-random%60
PosType = p1
Facing = 1
SprPriority = 0
BindTime = -1
Trans = sub
Ownpal = 1
ignorehitpause = 1

[State reversal]
type = ReversalDef 
trigger1 = time < 90 && numhelper(6900)
trigger1 = helper(6900),var(47) = 8901
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,2
p2stateno = 1000045
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[state -2]
type = targetdrop
triggerall = numtarget
trigger1 = numtarget > 6
trigger2 = time >= 90
ignorehitpause = 1

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹杮懱hitdef悅傟棳偟愗傝懼偊
;--------------------------------------------------
[StateDef 8913]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;俇俹僿儖僷乕hitdef愗傝懼偊
;--------------------------------------------------
[StateDef 8914]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 8966
velset = 0,0
SprPriority = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Value = S100, 12
Channel = 2

[state 1]
type = varset
trigger1 = time = 10
var(13) = 890*(var(13) != 890)

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 1]
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
;侾侽俹廔椆
;--------------------------------------------------
[StateDef 8915]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 0
velset = 0,0
SprPriority = 1

[State 4]
type = stopSnd
Trigger1 = Time = 10
channel = -1
ignorehitpause = 1

[State 1065, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 10
Trigger2 = Time = 12
Value = S905, 1

[state 1]
type = posset
trigger1 = time > 85
y = 199

[state 1]
type = destroyself
trigger1 = roundstate > 2

;--------------------廔椆
[state 1715.9]
type = changestate
trigger1 = !ishelper
value = 50
ctrl = 1

