;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]僇僢僩僀儞
;--------------------------------------------------
[Statedef 6925]
Physics = N
Anim = 10000

;**************************************************
[State 6300, 僇僢僩僀儞]
Type = Explod
Trigger1 = Time > 0
Anim = 8902 - 2*(root,stateno=89026)
ID = 8902
Pos = (60+Time),125
PosType = Left
Scale = .5,.5
Facing = 1
SprPriority = -8
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

[State 6300, 僇僢僩僀儞]
Type = Explod
Trigger1 = Time > 0
Anim = 8901 - 2*(root,stateno=89026)
ID = 8901
Pos = (60+Time),125
PosType = Left
Scale = .5,.5
Facing = 1
SprPriority = -7
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6300, 怓]
Type = PalFX
Trigger1 = 1
Mul = 50+var(0),50+var(0),50+var(0)
Time = 1

[State 6300, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time > 0
var(0) = IfElse(Time<50,4,-4)

[State 1000, 0]
type = ModifyExplod
Trigger1 = numexplod(8902)
trigger1 = numhelper(6900)
trigger1 = helper(6900),var(41) != [0,1]
ID = 8902
SprPriority = 6

[State 1000, 0]
type = ModifyExplod
Trigger1 = numexplod(8901)
trigger1 = numhelper(6900)
trigger1 = helper(6900),var(41) != [0,1]
ID = 8901
SprPriority = 7

[State 6300, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Trigger1 = Time > 1
Trigger1 = var(0) < -44
ID = 8901

[State 6300, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Trigger1 = Time > 1
Trigger1 = var(0) < -44
ID = 8902

[State 1000, 0]
Type = posset
trigger1 = 1
x = -200
y = 300
ignorehitpause = 1

[State 6300, 僿儖僷乕傪徚偡]
Type = changestate
Trigger1 = Time > 50
Trigger1 = var(0) < 100
value = 6902
ignorehitpause = 1

;帪娫掆巭妋擣
[State -21]
type = varadd
trigger1 = root,time = var(33)
trigger2 = root,time != var(33)
trigger2 = var(32) = [5,600]
var(32) = 6*(root,time = var(33)) -5
ignorehitpause = 1

;杮懱time娔帇
[State -21]
type = varset
trigger1 = 1
var(33) = root,time
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]嬻拞対僄僼僃僋僩丂弌尰拞
;--------------------------------------------------
;奺Var偵偮偄偰乮St6955乣6956撈帺乯
;  Var(1)	柧搙
;
;------------------------------
[StateDef 6955]
Type = A
Movetype= I
Physics = N
Anim = 6955
SprPriority = 3

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

;--------------------徚柵忦審
[State 6955, ChangeState]
Type = ChangeState
Trigger1 = Root,StateNo != 600
Trigger2 = (Root,StateNo = 600) && (Root,AnimElem = 9, >=0)
Value = 6956

[State 6955, VarSet];柧搙愝掕
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 256

[State 6955, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6955, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Pos = 70, -30

;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]嬻拞対僄僼僃僋僩丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6955乣6956撈帺乯
;  Var(1)	柧搙
;
;------------------------------
[StateDef 6956]

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

;--------------------徚柵忦審
[State 6956, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0
Trigger2 = Root,StateNo = 600
Trigger2 = Root,AnimElem = 3, >=0
Trigger2 = Root,AnimElem = 9, <0

[State 6956, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6956, VarAdd];柧搙尭彮
Type = VarAdd
Trigger1 = Var(1) > 0
V = 1
Value = -32

[State 6956, PalFX];柧搙
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
;	[僄僼僃僋僩]崅懍僕儍儞僾僄僼僃僋僩
;--------------------------------------------------
;奺Anim偵偮偄偰
;30000		崅懍僕儍儞僾僄僼僃僋僩
;
;奺Var偵偮偄偰乮St30000撈帺乯
;  Var( 1)	僼僃乕僪傾僂僩
;  Var( 2)	奼戝棪 X
;  Var( 3)	奼戝棪 Y
;
;------------------------------
[StateDef 30000]
Type = A
MoveType = I
Physics = N
Anim = 30000
SprPriority = 100

[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 30000, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;----------僄僼僃僋僩偺戝偒偝 X
[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 150

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time = [1, 2]
V = 2
Value = 40

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time = [3, 4]
V = 2
Value = 35

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time = 5
V = 2
Value = 30

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
V = 2
Value = 20

;----------僄僼僃僋僩偺戝偒偝 Y
[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 40

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
V = 3
Value = 10

;----------僄僼僃僋僩偺柧傞偝
[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Var(1) > 0
V = 1
Value = -36

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;----------摟柧壔仌戝偒偝曄峏
[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 30000, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5*Var(2)/242, 0.5*Var(3)/242

;----------徚柵忦審
[State 30000, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 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
;	[僄僼僃僋僩]僟僢僔儏僄僼僃僋僩 - 惵侾俙
;--------------------------------------------------
;奺Anim偵偮偄偰
;30020		僟僢僔儏僄僼僃僋僩 - 惵侾
;
;------------------------------
[StateDef 30020]
Type = A
MoveType = I
Physics = N
Anim = 30020
SprPriority = 100

[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 30020, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 30020, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 45, 0
StateNo = 30025
Name = " "
helpertype = player

;----------摟柧壔仌戝偒偝曄峏
[State 30020, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30020, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5, 0.5

;----------徚柵忦審
[State 30020, DestroySelf]
Type = DestroySelf
Trigger1 = 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
;	[僄僼僃僋僩]僟僢僔儏僄僼僃僋僩 - 惵侾俛
;--------------------------------------------------
;奺Anim偵偮偄偰
;30020		僟僢僔儏僄僼僃僋僩 - 惵侾
;
;------------------------------
[StateDef 30021]
Type = A
MoveType = I
Physics = N
Anim = 30020
SprPriority = 100

[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 30021, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 30021, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
StateNo = 30025
Name = " "
helpertype = player

;----------摟柧壔仌戝偒偝曄峏
[State 30021, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30021, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5, 0.5

;----------徚柵忦審
[State 30021, DestroySelf]
Type = DestroySelf
Trigger1 = 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
;	[僄僼僃僋僩]僟僢僔儏僄僼僃僋僩 - 惵俀
;--------------------------------------------------
;奺Anim偵偮偄偰
;30000		崅懍僕儍儞僾僄僼僃僋僩
;
;奺Var偵偮偄偰乮St30025撈帺乯
;  Var( 1)	僼僃乕僪傾僂僩
;  Var( 2)	奼戝棪 X
;  Var( 3)	奼戝棪 Y
;
;------------------------------
[StateDef 30025]
Type = A
MoveType = I
Physics = N
Anim = 30000
SprPriority = 100

[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 30025, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;----------僄僼僃僋僩偺戝偒偝 X
[State 30025, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 64

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
V = 2
Value = 16

;----------僄僼僃僋僩偺戝偒偝 Y
[State 30025, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 150

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time = [1, 2]
V = 3
Value = 40

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time = [3, 4]
V = 3
Value = 35

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time = 5
V = 3
Value = 30

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
V = 3
Value = 20

;----------僄僼僃僋僩偺柧傞偝
[State 30025, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Var(1) > 0
V = 1
Value = -36

[State 30025, VarSet] 
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;----------摟柧壔仌戝偒偝曄峏
[State 30025, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30025, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 30025, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5*Var(2)/242, 0.5*Var(3)/242

;----------徚柵忦審
[State 30025, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 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
;	[僄僼僃僋僩]楈寕僄僼僃僋僩
;--------------------------------------------------
[Statedef 30100]
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 = VarAdd
Trigger1 = 1
fvar(0) = IfElse(Time<14,.22,.11)

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

;**************************************************
[State 6056, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 1
Anim = 30000
ID = 16026
Pos = 0,0
BindTime = -1
Scale =.5,.5
SprPriority = 5
RemoveTime = 600

[State 6056, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 1
Anim = 30110
ID = 16028
Pos = 0,0
BindTime = -1
Scale =1,1
SprPriority = 5
RemoveTime = 600

;**************************************************
[State 6056, 僄僼僃僋僩憖嶌]
Type = ModifyExplod
Trigger1 = 1
ID = 16026
Scale = fvar(0),(fvar(0))/6.0
IgnoreHitPause = 1

[State 6056, 僄僼僃僋僩憖嶌]
Type = ModifyExplod
Trigger1 = 1
ID = 16028
Scale = fvar(0),fvar(0)/6.0
IgnoreHitPause = 1

[State 6056, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Trigger1 = NumExplod(16026) > 0
Trigger1 = var(0) > 249
ID = 16026

[State 6056, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
Trigger1 = NumExplod(16028) > 0
Trigger1 = var(0) > 249
ID = 16028

;**************************************************
[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
;	[僄僼僃僋僩]懪寕僄僼僃僋僩丂彫
;--------------------------------------------------
;奺Anim偵偮偄偰
; 6900		僗僇
;31000		懪寕僄僼僃僋僩丂彫侾
;31001		懪寕僄僼僃僋僩丂彫俀
;31002		懪寕僄僼僃僋僩丂彫俁
;31003		懪寕僄僼僃僋僩丂彫係
;
;奺Var偵偮偄偰乮St31000撈帺乯
;  Var( 1)	儔儞僟儉僄僼僃僋僩
;  Var( 2)	儔儞僟儉僄僼僃僋僩
;
;------------------------------
[StateDef 31000]
Type = A
MoveType = I
Physics = N
Anim = 6900
SprPriority = 999

[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 31000, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 31000, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0, 3

[State 31000, Explod]
Type = Explod
Trigger1 = Time = 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 0, 0
ID = 31000
Anim = 31000+Var(1)
PauseMoveTime = 999999
SuperMoveTime = 999999

[State 31000, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 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
;	[僄僼僃僋僩]懪寕僄僼僃僋僩丂拞
;--------------------------------------------------
;奺Anim偵偮偄偰
; 6900		僗僇
;31010		懪寕僄僼僃僋僩丂拞侾
;31011		懪寕僄僼僃僋僩丂拞俀
;31012		懪寕僄僼僃僋僩丂拞俁
;31013		懪寕僄僼僃僋僩丂拞係
;
;奺Var偵偮偄偰乮St31010撈帺乯
;  Var( 1)	儔儞僟儉僄僼僃僋僩
;  Var( 2)	儔儞僟儉僄僼僃僋僩
;
;------------------------------
[StateDef 31010]
Type = A
MoveType = I
Physics = N
Anim = 6900
SprPriority = 999

[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 31010, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 31010, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0, 3

[State 31010, Explod]
Type = Explod
Trigger1 = Time = 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 0, 0
ID = 31000
Anim = 31010+Var(1)
PauseMoveTime = 999999
SuperMoveTime = 999999

[State 31010, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 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
;	[僄僼僃僋僩]懪寕僄僼僃僋僩丂戝
;--------------------------------------------------
;奺Anim偵偮偄偰
;31020		懪寕僄僼僃僋僩丂戝侾
;31021		懪寕僄僼僃僋僩丂戝俀
;31022		懪寕僄僼僃僋僩丂戝俁
;31023		懪寕僄僼僃僋僩丂戝係
;31110		懪寕奼嶶僄僼僃僋僩丂戝侾
;31111		懪寕奼嶶僄僼僃僋僩丂戝俀
;31112		懪寕奼嶶僄僼僃僋僩丂戝俁
;31113		懪寕奼嶶僄僼僃僋僩丂戝係
;
;奺Var偵偮偄偰乮St31020撈帺乯
;  Var( 1)	儔儞僟儉僄僼僃僋僩
;  Var( 2)	儔儞僟儉僄僼僃僋僩
;
;------------------------------
[StateDef 31020]
Type = A
MoveType = I
Physics = N
Anim = 31110
SprPriority = 999

[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 31020, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 31020, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 31020, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0, 3

[State 31020, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = Anim + Var(1)

[State 31020, Explod]
Type = Explod
Trigger1 = Time = 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 0, 0
ID = 31000
Anim = 31020+Var(2)
PauseMoveTime = 999999
SuperMoveTime = 999999

;--------------------柧搙曄壔
[State 31020, VarSet];B弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 256

[State 31020, VarSet];RG弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 256

[State 31020, VarAdd];B尭彮
Type = VarAdd
Trigger1 = Time = [4,19]
V = 3
Value = -16

[State 31020, VarAdd];B尭彮
Type = VarAdd
Trigger1 = Time = [4,11]
V = 4
Value = -32

[State 31020, PalFX]
Type = PalFX
Trigger1 = Time >= 0
Time = 1
Add = 0, 0, 0
Mul = Var(4), Var(4), Var(3)

;--------------------徚柵
[State 31020, DestroySelf]
Type = DestroySelf
Trigger1 = 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仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僇僢僩僀儞懸婡僗僥乕僩
;--------------------------------------------------
[StateDef 6902]
Type    = A
Movetype= I
Physics = N
Anim = 10000

;var(0) 僇僢僩僀儞
;var(1) 姶抦
;var(32) 帪娫掆巭妋擣
;var(33) 帪娫掆巭妋擣曗彆杮懱time娔帇

[State 1]
Type = ChangeState
Trigger1 = !ishelper
Value = 0
ctrl = 1

[State 1000, 0]
Type = changeanim
triggerall = numhelper(6900)
triggerall = helper(6900),var(41) = 7
trigger1 = anim != 10001
value = 10001
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
triggerall = ishelper(6902)
trigger1 = numhelper(6900)
trigger1 = helper(6900),var(41) != 7
trigger2 = !numhelper(6900)
trigger3 = !time
trigger4 = roundstate != 2
value = SCA
ignorehitpause = 1

[State 0]
type = varset
trigger1 = var(1) < 0
var(1) = 100
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = time = 0
trigger2 = var(1) > 0
var(1) = 4*(time = 0) -1
ignorehitpause = 1

[State -23]
type = HitOverride
triggerall = roundstate = 2
trigger1 = 1
time = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 6902
ignorehitpause = 1

[State 1000, 0]
Type = turn
trigger1 = facing = -1
ignorehitpause = 1

[State 1000, 0]
Type = posset
triggerall = numhelper(6900)
trigger1 = helper(6900),var(41) != 7
x = -200
y = 0
ignorehitpause = 1

[State 1000, 0]
Type = posset
triggerall = numhelper(6900)
triggerall = helper(6900),var(41) = 7
trigger1 = time = 0
trigger2 = pos x != [-550,-150]
x = -350
y = -90
ignorehitpause = 1

[State 1000, 0]
Type = velset
triggerall = numhelper(6900)
triggerall = helper(6900),var(41) = 7
trigger1 = gametime%60 = 0
trigger2 = time = 0
x = 6-random%13
y = 6-random%13
ignorehitpause = 1

[State 1000, 0]
Type = velset
trigger1 = pos x > -200 && vel x > 0
trigger2 = pos x < -500 && vel x < 0
x = -vel x
ignorehitpause = 1

[State 1000, 0]
Type = velset
trigger1 = pos y > -20 && vel y > 0
trigger2 = pos y < -160 && vel y < 0
y = -vel y
ignorehitpause = 1

[State 0]
type = varset
trigger1 = ishelper(6902)
var(0) = 0
ignorehitpause = 1

[State -2]
Type = AssertSpecial
trigger1 = 1
IgnoreHitPause = 1
Flag  = invisible

;僇僢僩僀儞
[State 3000]
Type = changestate
trigger1 = root,stateno = 89011
Trigger1 = (root,palno = 12 && root,time = 1) || (root,palno != 12 && root,time = 3)
trigger2 = root,stateno = 89016
Trigger2 = root,time = 121
trigger3 = root,stateno = 89019
Trigger3 = root,time = 271
trigger4 = root,stateno = 89026
Trigger4 = root,time = 561
trigger5 = root,stateno = 1
Trigger5 = root,var(54) = 890106 && root,time < 30
value = 6925
ignorehitpause = 1

;帪娫掆巭妋擣
[State -21]
type = varadd
trigger1 = root,time = var(33)
trigger2 = root,time != var(33)
trigger2 = var(32) = [5,600]
var(32) = 6*(root,time = var(33)) -5
ignorehitpause = 1

;杮懱time娔帇
[State -21]
type = varset
trigger1 = 1
var(33) = root,time
ignorehitpause = 1

[State DestroySelf]
Type = DestroySelf
Trigger1 = !ishelper(6902)
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仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僆乕儔
;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仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[StateDef 6901]
Type    = A
Movetype= I
Physics = N
Anim = 10000

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

[State 1]
Type = ChangeState
Trigger1 = !ishelper
Value = 0
ctrl = 1

[State 1000, 0]
Type = BindToRoot
Trigger1 = 1
Facing = 1
Pos = 0,20
ignorehitpause = 1

[State 1]
Type = varrangeset
Trigger1 = 1
Value = 0
First = 32
Last = 35
ignorehitpause = 1

[State 6115, 摟柧搙]
Type = Trans
Trigger1 = numhelper(6900)=0
Trigger2 = numhelper(6900)
Trigger2 = helper(6900),var(47) != 8901
Trans = Add
ignorehitpause = 1

[State 6115, 摟柧搙]
Type = Trans
Trigger1 = numhelper(6900)
Trigger1 = helper(6900),var(47) = 8901
Trans = sub
ignorehitpause = 1

[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 6115, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = 1
Scale = 2.5+(root,var(52))/10,2.5+(root,var(52))/10
ignorehitpause = 1

[State reversal]
type = ReversalDef 
triggerall = root,palno != 1
triggerall = root,palno != 7
Trigger1 = root,var(57) != 0
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,2
hitsound = S890,1
p2stateno = 1000045
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[State reversal]
type = ReversalDef 
Triggerall = root,var(57) != 0
trigger1 = root,palno = 1
trigger2 = root,palno = 7
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = S890,1
p2stateno = 3567
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[state -1]
type = targetdrop
trigger1 = numtarget > 0
ignorehitpause = 1

[State -2]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag  = Noshadow

[State -2]
Type = AssertSpecial
trigger1 = root,stateno = 89011
trigger2 = root,var(54) = 890106
Trigger3 = numhelper(6900)
Trigger3 = helper(6900),var(31) = 890106
trigger4 = root,palno = [10,11]
IgnoreHitPause = 1
Flag  = invisible

[State -26]
type = ChangeAnim
triggerall = root,stateno != 89029
trigger1 = root,time =1
trigger2 = root,animelem = 1,=1
value = root,anim
ignorehitpause = 1

[State -26]
type = ChangeAnim
trigger1 = root,anim = 8934
trigger1 = root,time >= 200
trigger2 = root,stateno = 89029
value = 10000
ignorehitpause = 1

[state a];僩儉僉儔乕梡
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89014) = 0
trigger1 = root,stateno = [89012,89013]
trigger1 = numhelper(6900)
trigger1 = helper(6900),var(42) <= 240
trigger2 = root,numexplod(8958)
trigger3 = root,stateno = 89027
trigger3 = root,time >= 39
trigger3 = root,palno = 6 || root,palno = 12
trigger4 = root,stateno = 89020
trigger4 = root,palno = 12 || root,palno = 6
trigger4 = root,var(30) = 1 && root,time >= 81
id = 89014
name = "tom"
sprpriority = 1
pos = 20,0
postype = p1
stateno = 89014
helpertype = player
supermovetime = 99900000
pausemovetime = 99900000
ignorehitpause = 1
ownpal = 1

[state a];巰偺愰崘梡
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(1603) = 0
trigger1 = numhelper(6900) && root,palno = 6 && root,stateno != 1603
trigger1 = helper(6900),var(36) = 8901
id = 1603
name = "tom"
sprpriority = 1
pos = 20,0
postype = p1
stateno = 89014
helpertype = player
supermovetime = 99900000
pausemovetime = 99900000
ignorehitpause = 1
ownpal = 1

[State 192, Helper];嫖慘曐尟
Type = Helper
triggerall = roundstate = 2
trigger1 = root,var(50) != 890106
trigger1 = numhelper(193) = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 193
StateNo = 193
helpertype = player
Name = "saisen"
supermovetime = 9990000
pausemovetime = 9990000

[State -2, Helper];傾乕儅乕梡僿儖僷乕屇傃弌偟
Type = Helper
Triggerall = root,var(50) != 890106
Trigger1 = NumHelper(890) = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 890
StateNo = 890
helpertype = player
Name = " "
ignorehitpause = 1

[State -2, Helper];慛寣侾俀俹敾掕梡僿儖僷乕屇傃弌偟
Type = Helper
Triggerall = root,Time <= 1 && root,palno = 12
Triggerall = NumHelper(893) = 0
Trigger1 = root,stateno = [89027,89028]
Trigger2 = root,stateno = 89034
Trigger3 = root,stateno = 8910
OwnPal = 1
PosType = left
Pos = 160, 240
ID = 893
StateNo = 893
Name = " "
helpertype = player
ignorehitpause = 1

[State -2, Helper];俇俹敾掕梡僿儖僷乕屇傃弌偟
Type = Helper
Triggerall = root,palno = 6
Trigger1 = NumHelper(893) = 0 && gametime%60 = 0
Trigger1 = NumHelper(6900)
Trigger1 = Helper(6900),var(40) = [1,200]
OwnPal = 1
PosType = left
Pos = 160, 240
ID = 893
StateNo = 893
Name = " "
helpertype = player
ignorehitpause = 1

[State -2, Helper];恄敱敾掕梡僿儖僷乕屇傃弌偟
Type = Helper
Trigger1 = root,Time <= 1 && root,palno != 6
Trigger1 = NumHelper(892) = 0
Trigger1 = root,stateno = 89028
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 892
StateNo = 892
Name = " "
helpertype = player
ignorehitpause = 1

[State 3000, 抏]
Type = Helper
Trigger1 = root,stateno = 89027
Trigger1 = root,Time = [41,100]
StateNo = 89030
ID = 12007+root,var(20)
Name = "Musou"
Pos = -53,-62
PosType = P1
Ownpal = 1
helpertype = player
IgnoreHitPause = 1
Persistent = 8

[State 1000]
type = Helper
triggerall = root,numexplod(8958) && roundstate = 2
triggerall = (root,palno = 6 || root,palno = 12) && root,var(20) <= 260
trigger1 = numhelper(8967) = 0
ID = 8967
name = "batsu"
stateno = 89029
pos = 0,9999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = root,numexplod(8958) && roundstate = 2
triggerall = (root,palno = 6 || root,palno = 12) && root,var(20) = 1
trigger1 = numhelper(8968) = 0
ID = 8968
name = "batsu"
stateno = 89029
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 8103]
type = Projectile
triggerall = root,stateno = [89028,89029]
triggerall = gametime%2 = 1
triggerall = gametime%60 < 30
trigger1 = root,palno = 6
trigger2 = root,palno = 12
projanim = 8981
projremove = 1
projremovetime = 2
projid = 301021
velocity = 0,0
accel = 0,0
offset = 0,-60
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 = root,stateno = [89028,89029]
triggerall = gametime%2 = 0
triggerall = gametime%60 < 30
trigger1 = root,palno = 6
trigger2 = root,palno = 12
projanim = 8981
projremove = 0
projremovetime = 2
projid = 301131
velocity = 0,0
accel = 0,0
offset = 0,-60
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
trigger1 = root,palno = 11
trigger1 = root,fvar(14) != [-200,200]
projanim = 11065
projremove = 1
projremovetime = 11
projid = 21065
postype = p1
offset = root,fvar(13),root,fvar(14)
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, -ceil((root,fvar(14))/10)
Guard.Velocity = -6
Air.Velocity = -4, -ceil((root,fvar(14))/10)
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
GivePower = 10, -5120
hitonce = 0
persistent = 35

[State -2, Helper]
Type = varadd
triggerall = roundstate = 2
triggerall = root,palno = 10
triggerall = root,fvar(14) != [-200,200]
triggerall = root,pos y < 100
trigger1 = enemynear,movetype = A
var(0) = 1
ignorehitpause = 1

[State -2, Helper]
Type = varadd
triggerall = roundstate = 2
triggerall = root,palno = 10
triggerall = var(0) > 0
trigger1 = root,fvar(14) = [-200,200]
var(0) = -99
ignorehitpause = 1

[State -2, Helper]
Type = varset
triggerall = roundstate = 2
triggerall = root,palno = 10
trigger1 = var(0) < 0
var(0) = 0
ignorehitpause = 1

[State -2, Helper]
Type = Helper
triggerall = roundstate = 2
triggerall = root,palno = 10
triggerall = var(0) > 99
triggerall = root,fvar(14) != [-200,200]
triggerall = root,pos y < 100
trigger1 = enemynear,movetype = A
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
persistent = 99

[State 1000]
type = Helper
triggerall = root,numexplod(8971) && roundstate = 2
triggerall = root,time <= 208
triggerall = numhelper(8969) = 0
trigger1 = root,palno != 12 && root,palno != 6
ID = 8969
name = "ten"
stateno = 89034
pos = 0,9999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1060, Helper]
Type = Helper
Trigger1 = root,stateno = 89016
Trigger1 = root,time = 72
Trigger2 = root,stateno = 89021 || root,stateno = 89032
Trigger2 = root,time = 1
Trigger3 = root,stateno = 1061 || root,stateno = 1071
Trigger3 = root,time = 11
Trigger4 = root,stateno = 35
Trigger4 = root,palno != 10
Trigger4 = root,time = 56
OwnPal = 1
PosType = P1
Pos = 0, -73
ID = 6261
StateNo = 6261
Name = " "
helpertype = player
ignorehitpause = 1

[State 1060, Helper]
Type = Helper
Triggerall = root,stateno = 180
Triggerall = root,time = 72
Triggerall = root,var(15) != 8910
Triggerall = root,var(15) != [89027,89034]
Trigger1 = !numhelper(6900)
Trigger2 = numhelper(6900)
Trigger2 = helper(6900),var(41) < 7
OwnPal = 1
PosType = P1
Pos = 0, -73
ID = 6261
StateNo = 6261
Name = " "
helpertype = player
ignorehitpause = 1

[State 1065, Helper]
Type = Helper
Trigger1 = root,stateno = 89017 || root,stateno = 1065
Trigger1 = root,time = 1
OwnPal = 1
PosType = P1
Pos = 5, -73
ID = 6265
StateNo = 6265
Name = " "
helpertype = player
ignorehitpause = 1

[State 1060, Helper]
Type = Helper
Trigger1 = root,stateno = 1060 || root,stateno = 1070 || root,stateno = 3564
Trigger1 = root,time = 11
OwnPal = 1
PosType = P1
Pos = 0, -67
ID = 6260
StateNo = 6260
Name = " "
helpertype = player
ignorehitpause = 1

[State 1075, Helper]
Type = Helper
Trigger1 = root,stateno = 1075
Trigger1 = root,time = 1
OwnPal = 1
PosType = P1
Pos = 0, -52
ID = 6266
StateNo = 6266
Name = " "
helpertype = player
ignorehitpause = 1

[State 1065, 墛]
Type = Helper
Trigger1 = root,stateno = 89017
Trigger1 = root,time = 28
OwnPal = 1
PosType = P1
Pos = -100, -170
ID = 89018
StateNo = 89018
Name = " "
helpertype = player
ignorehitpause = 1

[State 1065, 墛]
Type = Helper
Trigger1 = root,stateno = 89017
Trigger1 = root,time = 29
OwnPal = 1
PosType = P1
Pos = -100, -170
ID = 89019
StateNo = 89018
Name = " "
helpertype = player
ignorehitpause = 1

[State 801, Helper];楈寕僄僼僃僋僩
Type = Helper
Trigger1 = root,stateno = 89020
Trigger1 = root,time = 2
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
PosType = P1
Pos = 0, -65
ID = 89022+random%3
StateNo = 89022
Name = " "
helpertype = player
ignorehitpause = 1

[State 801, Helper];帪傛
Type = Helper
triggerall = root,palno = 12 || root,palno = 6
Trigger1 = root,stateno = 89020
Trigger1 = root,time = 3
Trigger1 = numhelper(89022)
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
PosType = P1
Pos = 0, -65
ID = 89025
StateNo = 89025
Name = " "
helpertype = player
ignorehitpause = 1

[State 801, Helper];儀儂儅僄僼僃僋僩
Type = Helper
Trigger1 = root,stateno = 8901
Trigger1 = root,time = 7
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
PosType = P1
Pos = 0, -55
ID = 8902
StateNo = 8902
Name = " "
helpertype = player
ignorehitpause = 1

[State 600, Helper]
Type = helper
Trigger1 = root,stateno = 600
Trigger1 = root,AnimElem = 3,=1
OwnPal = 1
PosType = P1
Pos = 70,-50
ID = 6955
StateNo = 6955
Name = "Air-P-Effect"
helpertype = player
ignorehitpause = 1

[State 1010, Helper]
Type = Helper
Trigger1 = root,stateno = 1010
Trigger1 = root,AnimElem = 8,=1
Trigger2 = root,stateno = 1015
Trigger2 = root,AnimElem = 4,=1
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 8+5*(root,stateno = 1010), -78-7*(root,stateno = 1010)
ID = 6200
StateNo = 6200
Name = "Hakurei_Amulet"
helpertype = player

[State 1010, Helper]
Type = Helper
Trigger1 = root,stateno = 1010
Trigger1 = root,AnimElem = 8,=1
Trigger2 = root,stateno = 1015
Trigger2 = root,AnimElem = 4,=1
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 8+5*(root,stateno = 1010), -74-7*(root,stateno = 1010)
ID = 6200
StateNo = 6201
Name = "Hakurei_Amulet"
helpertype = player

[State 1010, Helper]
Type = Helper
Trigger1 = root,stateno = 1010
Trigger1 = root,AnimElem = 8,=1
Trigger2 = root,stateno = 1015
Trigger2 = root,AnimElem = 4,=1
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 8+5*(root,stateno = 1010), -80-7*(root,stateno = 1010)
ID = 6200
StateNo = 6202
Name = "Hakurei_Amulet"
helpertype = player

[State 1010, Helper]
Type = Helper
Trigger1 = root,stateno = 1010
Trigger1 = root,AnimElem = 8,=1
Trigger2 = root,stateno = 1015
Trigger2 = root,AnimElem = 4,=1
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 8+5*(root,stateno = 1010), -72-7*(root,stateno = 1010)
ID = 6200
StateNo = 6203
Name = "Hakurei_Amulet"
helpertype = player

[State 1010, Helper]
Type = Helper
Trigger1 = root,stateno = 1010
Trigger1 = root,AnimElem = 8,=1
Trigger2 = root,stateno = 1015
Trigger2 = root,AnimElem = 4,=1
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 8+5*(root,stateno = 1010), -82-7*(root,stateno = 1010)
ID = 6200
StateNo = 6204
Name = "Hakurei_Amulet"
helpertype = player

[State 1010, Helper]
Type = Helper
Trigger1 = root,stateno = 1010
Trigger1 = root,AnimElem = 8,=1
Trigger2 = root,stateno = 1015
Trigger2 = root,AnimElem = 4,=1
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 8+5*(root,stateno = 1010), -70-7*(root,stateno = 1010)
ID = 6200
StateNo = 6205
Name = "Hakurei_Amulet"
helpertype = player

[State 3031, Helper]
Type = Helper
Trigger1 = root,stateno = 3031||root,stateno = 3036
Trigger1 = root,Time <= 43
Trigger1 = TimeMod = 6, 1
OwnPal = 1
PosType = P1
Pos = 9, -78
ID = 6420
StateNo = 6430
Name = "Musou"
helpertype = player

[State 3541, Helper]
Type = Helper
Trigger1 = root,stateno = 3541
Trigger1 = root,Time = [24,60]
Trigger1 = (root,Time)%4 = 0
OwnPal = 1
PosType = P1
Pos = 40, -80
ID = 6640
StateNo = 6640
Name = "Onmyou"
helpertype = player

[State 3562, Helper]
Type = Helper
Trigger1 = root,stateno = 3562
Trigger1 = root,Time = 1
Name = "Senketsu"
ID = 6660
Pos = 30, -20
PosType = P1
Facing = 1
StateNo = 6660
OwnPal = 1
Size.XScale = 2
Size.YScale = 2
helpertype = player

[State 3562, Helper]
Type = Helper
Trigger1 = root,stateno = 3562
Trigger1 = root,Time = 1
Name = "Senketsu"
ID = 6660
Pos = -30, -20
PosType = P1
Facing = -1
StateNo = 6660
OwnPal = 1
Size.XScale = 2
Size.YScale = 2
helpertype = player

[State 1000]
type = Helper
triggerall = root,var(31) != 0
triggerall = numhelper(8905) = 0
triggerall = gametime%120 = 0
trigger1 = root,palno = 6
ID = 8905
name = "proj"
stateno = 8905
pos = 0,0
postype = p2
Size.XScale = 0.4
Size.YScale = 0.4
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2 && !numhelper(8909)
trigger1 = root,palno = 6 && root,stateno = 8909 && root,time = 15
trigger2 = root,palno = 12 && root,time = 1
trigger2 = root,stateno = 89026 || root,stateno = 8910 || root,stateno = 89028
trigger2 = root,var(48)<=0||root,var(47)<=0||root,var(46)<=0||(root,stateno=8910&&random%4=0)
ID = 8909
name = "hankon"
stateno = 8909
pos = 1000,160000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2 && !numhelper(89092)
trigger1 = root,palno = 6 && root,stateno = 8909 && root,time = 15
trigger2 = root,palno = 12 && root,time = 1
trigger2 = root,stateno = 8910 || root,stateno = 89028
trigger2 = root,var(45)<=0||(root,stateno=8910&&random%8=0)
trigger3 = ((root,palno = 6 && root,var(58) > 1) || root,palno = 12) && root,time = 1
trigger3 = root,stateno = 8910 && random%2
trigger3 = (root,var(45)=root,var(46))||(root,var(45)=root,var(47))||(root,var(45)=root,var(48))
ID = 89092
name = "hankon"
stateno = 8909
pos = 1000,160000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901067) < 5
trigger1 = root,stateno = 8910
trigger1 = root,time < 120
ID = 8901067
name = "hankonb"
stateno = 8901067
pos = 1000,1299999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901061) < 5
trigger1 = (root,palno = 12 || root,palno = 6) && numenemy
trigger1 = (enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
ID = 8901061
name = "f1"
stateno = 8901061
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901065) < 5
trigger1 = root,palno = 6 || root,palno = 12
trigger1 = root,stateno = 89027
trigger1 = root,time = [40,111]
ID = 8901065
name = "oni"
stateno = 8901065
pos = 1000,1399999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901064) < 5
trigger1 = root,palno = 6 || root,palno = 12
trigger1 = root,stateno = 89034
trigger1 = root,time = [77,200]
ID = 8901064
name = "taso"
stateno = 8901064
pos = 1000,1599999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901069) < 2
trigger1 = root,stateno = 8910
trigger2 = (root,palno = 12 || root,palno = 6) && numenemy
trigger2 = (enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
ID = 8901069
name = "hankonb"
stateno = 8901069
pos = 1000*(enemy,name != "F1"),899999999+99999999*(enemy,name = "F1")
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89010691) < 1
trigger1 = root,stateno = 8910
ID = 89010691
name = "hankonb"
stateno = 8901069
pos = 1000,799999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89010692) < 1
trigger1 = root,stateno = 8910
ID = 89010692
name = "hankonb"
stateno = 8901069
pos = 1000,699999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89010693) < 1
trigger1 = root,stateno = 8910
ID = 89010693
name = "hankonb"
stateno = 8901069
pos = 1000,599999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89010694) < 1
trigger1 = root,stateno = 8910
ID = 89010694
name = "hankonb"
stateno = 8901069
pos = 1000,499999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89010695) < 1
trigger1 = root,stateno = 8910
trigger1 = enemynear,alive && enemynear,name = "MUAHAHAHAHAHAHAHAHA"
ID = 89010695
name = "hankonb"
stateno = 8901069
pos = 1000,499999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901070) < 1
trigger1 = root,stateno = 89013 && numhelper(6900)
trigger1 = helper(6900),var(41) = 1
trigger2 = root,stateno = 89029 && root,var(20) < 270 && root,numexplod(8958)
trigger3 = root,palno = 11
trigger3 = numhelper(6900)
trigger3 = helper(6900),var(6) = [28901,33506]
ID = 8901070
name = "dummy"
stateno = 8901070
pos = 1000,1000000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901071) < 2 && numenemy
triggerall = (enemynear,time)%1000 = [300,360]
trigger1 = root,var(16) = 890
trigger2 = root,palno = 11
trigger2 = numhelper(193)
trigger2 = helper(193),var(16) = 890
trigger2 = enemynear,hitpausetime <= 901016
ID = 8901071
name = "dummy"
stateno = 8901071
pos = 1000,200000000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89010712) < 1
triggerall = root,palno = 6 || root,palno = 12
triggerall = root,stateno = 89017
trigger1 = root,var(41) != 890
trigger2 = gametime%300 < 150
ID = 89010712
name = "dummy"
stateno = 8901071
pos = 1000,500000000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(89010713) < 1
triggerall = numhelper(6900) && root,var(58) = 1
triggerall = helper(6900),var(47) = 8901
trigger1 = root,stateno = 8912
trigger1 = root,time = 1
trigger2 = root,stateno != 8912
ID = 89010713
name = "dummy"
stateno = 8901071
pos = 1000,500000000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(8901072) < 5
triggerall = numhelper(6900) && root,var(58) = 1
triggerall = helper(6900),var(47) = 8901
trigger1 = root,stateno = 8912
trigger1 = root,time < 90
ID = 8901072
name = "kotei"
stateno = 8901072
pos = 1000,1499999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1]
type = superpause
triggerall = roundstate = 2
triggerall = enemynear,stateno = 5150 && enemynear,life = 0
triggerall = enemynear,alive
trigger1 = root,stateno = 8910 && root,time > 125
trigger2 = root,stateno = 3564 && root,time > 60
time = 6
anim = -1
sound = s-1
p2defmul = 1
darken = 0
persistent = 60

;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
;	俥侾
;--------------------------------------------------
[StateDef 8901060]
Type = S
Physics = S
anim = 0
ctrl = 0

[State 20]
type = ctrlset
triggerall = roundstate <= 2
trigger1 = !ishelper
trigger1 = palno = 12
trigger1 = (enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
trigger2 = ishelper(6904)
value = 0
ignorehitpause = 1

[State 20]
type = posset
triggerall = roundstate <= 2
trigger1 = ishelper(6904)
x = (enemynear,pos x > 0) -(enemynear,pos x < 0)
y = 0
ignorehitpause = 1

[State 20]
type = changeanim
triggerall = roundstate <= 2
trigger1 = ishelper(6904)
trigger1 = anim != 10000
value = 10000
ignorehitpause = 1

[State 20]
type = velset
triggerall = roundstate <= 2
trigger1 = ishelper(6904)
x = 0
y = 0
ignorehitpause = 1

[State 0, ChangeState]
Type = ChangeState
triggerall = roundstate <= 2
trigger1 = ishelper(6904)
Trigger1 = time > 666
Value = 8901060

[State 0, ChangeState]
Type = ChangeState
Trigger1 = !((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")) && palno = 12)
Trigger1 = !(ishelper(6904) && numhelper(193))
Trigger1 = numhelper(6900)
Trigger1 = numhelper(6901)
Trigger2 = ishelper(6904)
Trigger2 = numhelper(193)
Trigger2 = !(helper(193),numtarget && helper(193),var(55) = 100 && helper(193),var(21) = 890) || root,var(35) != 0 || enemynear,HitPauseTime <= 901016
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
;僟儈乕
;--------------------------------------------------
[StateDef 8901061]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

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

[State 20, VelSet]
Type = changeanim
triggerall = ishelper(8901061)
Triggerall = time >= 2
Triggerall = anim != 8907
trigger1 = roundstate = 2 && (root,palno = 12 || root,palno = 6)
trigger1 = (enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
trigger1 = root,command !="up"
trigger1 = root,command !="down"
trigger1 = root,command !="back"
trigger1 = root,command !="fwd"
trigger1 = (root,stateno=8901060 && root,time > 5)||root,palno = 6
value = 8907
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 0
y = 999999999
ignorehitpause = 1

;--------------------峌寕愝掕
[State 56,proj]
type = Projectile
trigger1 = ishelper(8901061)
trigger1 = time >= 1
projID = 99
projanim = 8908
projscale = 1,1
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
velmul = 0, 0
attr = SCA,NA
hitflag = MAFD
guardflag = 
p2stateno = 8901062
sparkno = -1
affectteam = F
persistent = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901061)
value = 0
ctrl = !ishelper
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
;俥侾
;--------------------------------------------------
[Statedef 8901062]
type = S
physics = S
ctrl = 0

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
x = 0
y = 999999999
ignorehitpause = 1

[State 9997, 1];夋柺撪偄偲偗
type = posset
triggerall = name !="ONI-MIKO-REIMU"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
x = 0
y = 0

[State 310 , blink]
type = PalFX
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30

[State 1300]
type = NotHitBy
trigger1 = !ishelper
value = SCA
time = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = root,alive
projanim = 1000
projremove = 0
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFPD
P1stateno = 9997
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="ONI-MIKO-REIMU"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="ONI-MIKO-REIMU"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];柶塽
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper
trigger1 = Time >= 20
trigger1 = root,name ="ONI-MIKO-REIMU"
ignorehitpause = 1

[State 60]
type = changestate
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="ONI-MIKO-REIMU"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[State changeprev]
type = changestate
trigger1 = name = "ONI-MIKO-REIMU" && !ishelper
trigger2 = name = "ONI-MIKO-REIMU" && time
value = 8901063
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
;僗僥乕僩夞暅
;--------------------------------------------------
[statedef 8901063]
movetype = I
ctrl = 1

[state -1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state -1];僇僂儞僩儕僙僢僩
type = varset
trigger1 = 1
var(56) = 2*gametime

[state -1]
type = lifeadd
trigger1 = 1
value = 1
kill = 0
ignorehitpause = 1

[state -1]
type = destroyself
trigger1 = 1

[state -1]
type = SelfState
trigger1 = !ishelper
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state -1]
type = SelfState
trigger1 = !ishelper
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 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
;僟儈乕
;--------------------------------------------------
[StateDef 8901064]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

[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];柍揋
type = NotHitBy
trigger1 = time < 2
trigger2 = root,stateno != 89034
trigger3 = root,time != [77,200]
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
trigger1 = time >= 2
trigger1 = root,stateno = 89034
trigger1 = root,time = [77,200]
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
Triggerall = time >= 2
Triggerall = anim != 8979
trigger1 = roundstate = 2
value = 8979
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 1000
y = 1599999999
ignorehitpause = 1

;--------------------峌寕愝掕
[State 56,proj]
type = Projectile
trigger1 = time >= 1
trigger1 = root,stateno = 89034
trigger1 = root,time = [77,200]
projID = 99
projanim = 8908
projscale = 1,1
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 20006
sparkno = -1
affectteam = F
persistent = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901064)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State reversal]
type = destroyself
trigger1 = roundstate != 2
trigger2 = root,stateno != 89034
trigger3 = root,time != [77,200]

;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
;僟儈乕
;--------------------------------------------------
[StateDef 8901065]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

[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];柍揋
type = NotHitBy
trigger1 = time < 2
trigger2 = root,stateno != 89027
trigger3 = root,time != [40,111]
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
trigger1 = time >= 2
trigger1 = root,stateno = 89027
trigger1 = root,time = [40,111]
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
Triggerall = time >= 2
Triggerall = anim != 8979
trigger1 = roundstate = 2
value = 8979
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 1000
y = 1399999999
ignorehitpause = 1

;--------------------峌寕愝掕
[State 56,proj]
type = Projectile
trigger1 = time >= 1
trigger1 = root,stateno = 89027
trigger1 = root,time = [40,111]
projID = 99
projanim = 8908
projscale = 1,1
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 20007
sparkno = -1
affectteam = F
persistent = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901065)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State reversal]
type = destroyself
trigger1 = roundstate != 2
trigger2 = root,stateno != 89027
trigger3 = root,time != [40,111]

;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
;僟儈乕
;--------------------------------------------------
[statedef 8901066] 
type = A
movetype = I
physics = N 
anim = 10000
velset = 0,0 
sprpriority = 0 
ctrl = 0

[State reversal]
type = destroyself
trigger1 = root,numtarget
trigger1 = roundstate = 2
trigger1 = root,command !="up"
trigger1 = root,command !="down"
trigger1 = root,command !="back"
trigger1 = root,command !="fwd"
trigger1 = (root,stateno=8901060 && root,time > 5)||root,palno = 6
trigger1 = p2name != "kaioh"
trigger1 = p4name != "kaioh"

;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
;僟儈乕
;--------------------------------------------------
[StateDef 8901067]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

[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];柍揋
type = NotHitBy
trigger1 = time < 2
trigger2 = root,stateno != 8910
trigger3 = root,time >= 120
trigger4 = roundstate != 2
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = roundstate = 2
triggerall = time >= 2
trigger1 = root,stateno = 8910
trigger1 = root,time < 120
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
Triggerall = time >= 2
Triggerall = anim != 8979
triggerall = roundstate = 2
trigger1 = root,stateno = 8910
trigger1 = root,time < 120
value = 8979
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 1000
y = 1299999999
ignorehitpause = 1

;--------------------峌寕愝掕
[State 56,proj]
type = Projectile
triggerall = time >= 1
trigger1 = root,stateno = 8910
trigger1 = root,time < 120
projID = 99
projanim = 8908
projscale = 1,1
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 8901068
sparkno = -1
affectteam = F
persistent = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901067)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State reversal]
type = destroyself
trigger1 = roundstate != 2
trigger2 = root,stateno != 8910
trigger3 = root,time >= 120

;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
;斀嵃
;--------------------------------------------------
[Statedef 8901068]
type = S
physics = S
ctrl = 0

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
flag = invisible
ignorehitpause = 1

[State 9997, 1];夋柺撪偄偲偗
type = posset
triggerall = name !="ONI-MIKO-REIMU"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
x = 0
y = 0
ignorehitpause = 1

[State 310 , blink]
type = PalFX
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
trigger1 = !ishelper
trigger2 = ishelper
trigger2 = root,name !="ONI-MIKO-REIMU"
value = SCA
time = 1

[State 40]
type = posset
trigger1 = ishelper
x = 1000
y = 899999999
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(48) > 0
trigger1 = root,stateno!=enemynear,var(48)
trigger1 = root,numprojid(8901068)<5 || random < 10
trigger1 = enemynear,var(44) > 0
trigger1 = SelfAnimExist(enemynear,var(44))
projanim = enemynear,var(44)
projid = 8901068
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(48)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(48) > 0
trigger1 = enemynear,var(43) > 0
trigger1 = SelfAnimExist(enemynear,var(43))
trigger1 = root,stateno!=enemynear,var(48)
trigger1 = root,numprojid(18901068)<5 || random < 10
projanim = enemynear,var(43)
projid = 18901068
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(48)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(48) > 0
trigger1 = root,stateno!=enemynear,var(48)
trigger1 = root,numprojid(28901068)<3
projanim = 200
projid = 28901068
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(48)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(48) > 0
trigger1 = root,stateno!=enemynear,var(48)
trigger1 = root,numprojid(38901068)<3 || random < 10
projanim = 8901016
projid = 38901068
projremove = 0
projremovetime = 2000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(48)
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
x = 1000
y = 799999999
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(47) > 0
trigger1 = root,stateno!=enemynear,var(47)
trigger1 = root,numprojid(89010681)<5 || random < 10
trigger1 = enemynear,var(44) > 0
trigger1 = SelfAnimExist(enemynear,var(44))
projanim = enemynear,var(44)
projid = 89010681
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(47)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(47) > 0
trigger1 = root,stateno!=enemynear,var(47)
trigger1 = root,numprojid(189010681)<5 || random < 10
trigger1 = enemynear,var(43) > 0
trigger1 = SelfAnimExist(enemynear,var(43))
projanim = enemynear,var(43)
projid = 189010681
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(47)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(47) > 0
trigger1 = root,stateno!=enemynear,var(47)
trigger1 = root,numprojid(289010681)<3
projanim = 200
projid = 289010681
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(47)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(47) > 0
trigger1 = root,stateno!=enemynear,var(47)
trigger1 = root,numprojid(389010681)<3 || random < 10
projanim = 8901016
projid = 389010681
projremove = 0
projremovetime = 2000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(47)
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
x = 1000
y = 699999999
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(46) > 0
trigger1 = root,stateno!=enemynear,var(46)
trigger1 = root,numprojid(89010682)<5 || random < 10
trigger1 = enemynear,var(44) > 0
trigger1 = SelfAnimExist(enemynear,var(44))
projanim = enemynear,var(44)
projid = 89010682
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
offset = 0,0
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(46)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(46) > 0
trigger1 = root,stateno!=enemynear,var(46)
trigger1 = root,numprojid(189010682)<5 || random < 10
trigger1 = enemynear,var(43) > 0
trigger1 = SelfAnimExist(enemynear,var(43))
projanim = enemynear,var(43)
projid = 189010682
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
offset = 0,0
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(46)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(46) > 0
trigger1 = root,stateno!=enemynear,var(46)
trigger1 = root,numprojid(189010682)<3
projanim = 200
projid = 189010682
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
offset = 0,0
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(46)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(46) > 0
trigger1 = root,stateno!=enemynear,var(46)
trigger1 = root,numprojid(389010682)<3 || random < 10
projanim = 8901016
projid = 389010682
projremove = 0
projremovetime = 2000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(46)
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
x = 1000
y = 599999999
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(45) > 0
trigger1 = root,stateno!=enemynear,var(45)
trigger1 = root,numprojid(89010683)<5 || random < 10
trigger1 = enemynear,var(44) > 0
trigger1 = SelfAnimExist(enemynear,var(44))
projanim = enemynear,var(44)
projid = 89010683
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(45)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(45) > 0
trigger1 = root,stateno!=enemynear,var(45)
trigger1 = root,numprojid(189010683)<5 || random < 10
trigger1 = enemynear,var(43) > 0
trigger1 = SelfAnimExist(enemynear,var(43))
projanim = enemynear,var(43)
projid = 89010683
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(45)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(45) > 0
trigger1 = root,stateno!=enemynear,var(45)
trigger1 = root,numprojid(289010683)<3
projanim = 200
projid = 289010683
projremove = 0
projremovetime = 3000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(45)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(45) > 0
trigger1 = root,stateno!=enemynear,var(45)
trigger1 = root,numprojid(389010683)<3 || random < 10
projanim = 8901016
projid = 389010683
projremove = 0
projremovetime = 2000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = enemynear,var(45)
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
x = 1000
y = 499999999
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = root,numprojid(89010684)<4 || random < 10
trigger1 = enemynear,var(44) > 0
trigger1 = SelfAnimExist(enemynear,var(44))
projanim = enemynear,var(44)
projid = 89010684
projremove = 0
projremovetime = 2000000000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = 50
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = root,numprojid(189010684)<4 || random < 10
trigger1 = enemynear,var(43) > 0
trigger1 = SelfAnimExist(enemynear,var(43))
projanim = enemynear,var(43)
projid = 189010684
projremove = 0
projremovetime = 2000000000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = 50
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = root,numprojid(289010684)<2
projanim = 200
projid = 289010684
projremove = 0
projremovetime = 2000000000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = 50
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = root,numprojid(389010684)<2 || random < 10
projanim = 8901016
projid = 389010684
projremove = 0
projremovetime = 2000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = 50
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="ONI-MIKO-REIMU"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];柶塽
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper
trigger1 = Time >= 2
trigger2 = Time && root,name !="ONI-MIKO-REIMU"
ignorehitpause = 1

[State 60]
type = changestate
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="ONI-MIKO-REIMU"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[State changeprev]
type = changestate
trigger1 = name = "ONI-MIKO-REIMU" && !ishelper
trigger2 = name = "ONI-MIKO-REIMU" && time
value = 8901063
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
;僟儈乕
;--------------------------------------------------
[StateDef 8901069]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

[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];柍揋
type = NotHitBy
triggerall = ishelper(8901069)
triggerall = !((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")))
trigger1 = time < 2
trigger2 = root,stateno != 8910
trigger3 = root,time != [1,27]
trigger3 = root,time != [91,117]
trigger4 = roundstate != 2
trigger5 = root,time = [1,27]
trigger5 = root,var(48) > 0
trigger5 = enemynear,stateno=root,var(48)
trigger6 = root,time = [91,117]
trigger6 = root,var(45) > 0
trigger6 = enemynear,stateno=root,var(45)
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = ishelper(8901069)
triggerall = time >= 2
trigger1 = !((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")))
trigger1 = root,stateno = 8910
trigger1 = roundstate = 2
trigger1 = (root,var(48)>0&&enemynear,stateno!=root,var(48)&&root,time=[1,27])||(root,var(45)>0&&enemynear,stateno!=root,var(45)&&root,time=[91,117])
trigger2 = (enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
triggerall = ishelper(8901069)
Triggerall = time >= 2
Triggerall = anim != 8907
trigger1 = roundstate = 2
trigger1 = root,stateno = 8910
trigger1 = (root,time = [1,27])||(root,time = [91,117])
trigger2 = (enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
value = 8907
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
trigger1 = ishelper(8901069)
trigger1 = !((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")))
x = 1000
y = 899999999-300000000*(root,time = [91,110])
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
triggerall = !ishelper(8901069)
trigger1 = time < 2
trigger2 = root,stateno != 8910
trigger3 = roundstate != 2
trigger4 = ishelper(89010691)
trigger4 = root,time!=[31,57]
trigger5 = ishelper(89010692)
trigger5 = root,time!=[61,87]
trigger6 = ishelper(89010693)
trigger6 = root,time!=[91,117]
trigger7 = ishelper(89010694)
trigger7 = root,time <= 120
trigger8 = ishelper(89010691)
trigger8 = root,time=[31,57]
trigger8 = (root,var(47)>0&&enemynear,stateno=root,var(47))||(root,var(47)<=0&&enemynear,stateno=root,var(48))
trigger9 = ishelper(89010692)
trigger9 = root,time=[61,87]
trigger9 = (root,var(46)>0&&enemynear,stateno=root,var(46))||(root,var(46)<=0&&root,var(47)>0&&enemynear,stateno=root,var(47))||(root,var(46)<=0&&root,var(47)<=0&&enemynear,stateno=root,var(48))
trigger10 = ishelper(89010693)
trigger10 = root,time=[91,117]
trigger10 = enemynear,stateno=root,var(45)
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = time >= 2
triggerall = root,stateno = 8910
triggerall = roundstate = 2
trigger1 = ishelper(89010691)
trigger1 = root,time = [31,57]
trigger1 = (root,var(47)>0&&enemynear,stateno!=root,var(47))||(root,var(47)<=0&&enemynear,stateno!=root,var(48))
trigger2 = ishelper(89010692)
trigger2 = root,time = [61,87]
trigger2 = (root,var(46)>0&&enemynear,stateno!=root,var(46))||(root,var(46)<=0&&root,var(47)>0&&enemynear,stateno!=root,var(47))||(root,var(46)<=0&&root,var(47)<=0&&enemynear,stateno!=root,var(48))
trigger3 = ishelper(89010693)
trigger3 = root,time = [91,117]
trigger3 = enemynear,stateno!=root,var(45)
trigger4 = ishelper(89010694)
trigger4 = root,time > 120
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
Triggerall = time >= 2
Triggerall = anim != 8907
triggerall = root,stateno = 8910
triggerall = roundstate = 2
trigger1 = ishelper(89010691)
trigger1 = root,time = [31,57]
trigger2 = ishelper(89010692)
trigger2 = root,time = [61,87]
trigger3 = ishelper(89010693)
trigger3 = root,time = [91,117]
trigger4 = ishelper(89010694)
trigger4 = root,time > 120
value = 8907
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
trigger1 = ishelper(89010691)
x = 1000
y = 799999999+100000000*(root,var(47)<=0)
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
trigger1 = ishelper(89010692)
x = 1000
y = 699999999+200000000*(root,var(46)<=0&&root,var(47)<=0)+100000000*(root,var(46)<=0&&root,var(47)>0)
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
trigger1 = ishelper(89010693)
trigger2 = ishelper(89010694)
x = 1000
y = 599999999-100000000*ishelper(89010694)
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
trigger1 = ishelper(8901069)
trigger1 = (enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
x = 0
y = 999999999
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
triggerall = ishelper(89010695)
trigger1 = time < 2
trigger2 = root,stateno != 8910
trigger3 = root,time >= 90
trigger4 = roundstate != 2
trigger5 = !(enemynear,alive && enemynear,name = "MUAHAHAHAHAHAHAHAHA")
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = ishelper(89010695)
Triggerall = time >= 2
trigger1 = roundstate = 2
trigger1 = root,stateno = 8910
trigger1 = root,time < 90
trigger1 = enemynear,alive && enemynear,name = "MUAHAHAHAHAHAHAHAHA"
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
triggerall = ishelper(89010695)
Triggerall = time >= 2
Triggerall = anim != 8907
trigger1 = roundstate = 2
trigger1 = root,stateno = 8910
trigger1 = root,time < 90
trigger1 = enemynear,alive && enemynear,name = "MUAHAHAHAHAHAHAHAHA"
value = 8907
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
trigger1 = ishelper(89010695)
x = 1000
y = 699999999
ignorehitpause = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901069)
trigger1 = !ishelper(89010691)
trigger1 = !ishelper(89010692)
trigger1 = !ishelper(89010693)
trigger1 = !ishelper(89010694)
trigger1 = !ishelper(89010695)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State reversal]
type = destroyself
triggerall = !((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")))
trigger1 = roundstate != 2
trigger2 = root,stateno != 8910

;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
;僟儈乕
;--------------------------------------------------
[StateDef 8901070]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

[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 -1];僷儗僢僩堐帩
type = palfx
trigger1 = 1
time = -1
mul = 0,0,0
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
trigger1 = time < 3
trigger2 = root,palno != 11
trigger2 = root,stateno != 89013 && root,stateno != 89029
trigger3 = roundstate != 2
trigger4 = root,stateno = 89013 && numhelper(6900)
trigger4 = helper(6900),var(41) != 1
trigger5 = root,stateno = 89029
trigger5 = root,var(20) >= 270 || root,numexplod(8958) = 0
trigger6 = root,palno = 11
trigger6 = numhelper(6900)
trigger6 = helper(6900),var(6) != [28901,33506]
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = time >= 3
triggerall = roundstate = 2
trigger1 = root,stateno = 89013 && numhelper(6900)
trigger1 = helper(6900),var(41) = 1
trigger2 = root,stateno = 89029 && root,var(20) < 270 && root,numexplod(8958)
trigger3 = root,palno = 11
trigger3 = numhelper(6900)
trigger3 = helper(6900),var(6) = [28901,33506]
value = C,ST
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
Triggerall = time >= 3
Triggerall = anim != 8979
triggerall = roundstate = 2
trigger1 = root,stateno = 89013 && numhelper(6900)
trigger1 = helper(6900),var(41) = 1
trigger2 = root,stateno = 89029 && root,var(20) < 270 && root,numexplod(8958)
trigger3 = root,palno = 11
trigger3 = numhelper(6900)
trigger3 = helper(6900),var(6) = [28901,33506]
value = 8979
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 1000
y = 1000000
ignorehitpause = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901070)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State reversal]
type = destroyself
trigger1 = root,palno != 11
trigger1 = root,stateno != 89013 && root,stateno != 89029
trigger2 = roundstate != 2
trigger3 = root,stateno = 89013 && numhelper(6900)
trigger3 = helper(6900),var(41) != 1
trigger4 = root,stateno = 89029
trigger4 = root,var(20) >= 270 || root,numexplod(8958) = 0
trigger5 = time
trigger5 = root,palno = 11
trigger5 = numhelper(6900)
trigger5 = helper(6900),var(6) != [28901,33506]

;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
;僟儈乕
;--------------------------------------------------
[StateDef 8901071]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

[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 -1];僷儗僢僩堐帩
type = palfx
trigger1 = 1
time = -1
mul = 0,0,0
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
triggerall = ishelper(8901071)
trigger1 = time < 3
trigger2 = root,palno != 11
trigger2 = root,var(16) != 890
trigger3 = roundstate != 2
trigger4 = root,palno = 11
trigger4 = numhelper(193)
trigger4 = helper(193),var(16) != 890 || enemynear,hitpausetime > 901016
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = ishelper(8901071)
triggerall = time >= 3
triggerall = roundstate = 2
trigger1 = root,var(16) = 890
trigger2 = root,palno = 11
trigger2 = numhelper(193)
trigger2 = helper(193),var(16) = 890
trigger2 = enemynear,hitpausetime <= 901016
value = C,ST
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
triggerall = ishelper(8901071)
Triggerall = time >= 3
Triggerall = anim != 8979
triggerall = roundstate = 2
trigger1 = root,var(16) = 890
trigger2 = root,palno = 11
trigger2 = numhelper(193)
trigger2 = helper(193),var(16) = 890
trigger2 = enemynear,hitpausetime <= 901016
value = 8979
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
triggerall = ishelper(89010712)
trigger1 = time < 1
trigger2 = roundstate != 2
trigger3 = root,var(41) = 890
trigger3 = gametime%300 >= 150
trigger4 = root,stateno != 89017
trigger5 = gametime%600 >= 500 && enemynear,pos y < 0
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = ishelper(89010712)
triggerall = time >= 1
triggerall = roundstate = 2
triggerall = root,stateno = 89017
triggerall = !(gametime%600 >= 500 && enemynear,pos y < 0)
trigger1 = root,var(41) != 890
trigger2 = gametime%300 < 150
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
triggerall = ishelper(89010712)
Triggerall = time >= 1
Triggerall = anim != 8979
triggerall = roundstate = 2
triggerall = root,stateno = 89017
trigger1 = root,var(41) != 890
trigger2 = gametime%300 < 150
value = 8979
ignorehitpause = 1

[State -2];柍揋
type = NotHitBy
triggerall = ishelper(89010713)
trigger1 = time < 1
trigger2 = numhelper(6900)
trigger2 = helper(6900),var(47) != 8901
trigger3 = roundstate != 2
trigger4 = root,var(58) != 1
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = ishelper(89010713)
triggerall = time >= 1
triggerall = roundstate = 2
trigger1 = root,var(58) = 1
trigger1 = numhelper(6900)
trigger1 = helper(6900),var(47) = 8901
value = C,HP
time = 1
ignorehitpause = 1

[State 20]
Type = changeanim
triggerall = ishelper(89010713)
Triggerall = time >= 1
Triggerall = anim != 8979
triggerall = roundstate = 2
trigger1 = root,var(58) = 1
trigger1 = numhelper(6900)
trigger1 = helper(6900),var(47) = 8901
value = 8979
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 1000
y = 200000000+300000000*(!ishelper(8901071))
ignorehitpause = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901071)
trigger1 = !ishelper(89010712)
trigger1 = !ishelper(89010713)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State reversal]
type = destroyself
triggerall = ishelper(8901071)
triggerall = time
trigger1 = root,var(16) != 890
trigger1 = root,palno != 11
trigger2 = roundstate != 2
trigger3 = time > 300
trigger4 = enemynear,time < 100
trigger5 = root,palno = 11
trigger5 = numhelper(193)
trigger5 = helper(193),var(16) != 890 || enemynear,hitpausetime > 901016

[State reversal]
type = destroyself
triggerall = ishelper(89010712)
triggerall = time
trigger1 = roundstate != 2
trigger2 = root,var(41) = 890
trigger2 = gametime%300 >= 150
trigger3 = root,stateno != 89017
ignorehitpause = 1

[State reversal]
type = destroyself
triggerall = ishelper(89010713)
triggerall = time
trigger1 = numhelper(6900)
trigger1 = helper(6900),var(47) != 8901
trigger2 = roundstate != 2
trigger3 = root,var(58) != 1
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
;僟儈乕
;--------------------------------------------------
[StateDef 8901072]
type = U
movetype = U 
physics = U
anim = 10000
velset = 0,0 
sprpriority = 1
ctrl = 0

[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];柍揋
type = NotHitBy
triggerall = ishelper(8901072)
trigger1 = time < 2
trigger2 = root,stateno != 8912
trigger3 = root,palno != 6
trigger4 = root,var(58) != 1
trigger5 = root,time >= 90
trigger6 = numhelper(6900)
trigger6 = helper(6900),var(47) != 8901
value = SCA
time = 1
ignorehitpause = 1

[State -2];柍揋
type = HitBy
triggerall = ishelper(8901072)
trigger1 = time >= 2
trigger1 = roundstate = 2
trigger1 = numhelper(6900)
trigger1 = root,stateno = 8912
trigger1 = root,palno = 6 && root,time < 90
trigger1 = root,var(58) = 1 && helper(6900),var(47) = 8901
value = C,HP
time = 1
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
triggerall = ishelper(8901072)
Triggerall = time >= 2
Triggerall = anim != 8979
trigger1 = roundstate = 2
trigger1 = numhelper(6900)
trigger1 = root,stateno = 8912
trigger1 = root,palno = 6 && root,time < 90
trigger1 = root,var(58) = 1 && helper(6900),var(47) = 8901
value = 8979
ignorehitpause = 1

[State 1065, PosAdd]
Type = Posset
triggerall = ishelper(8901072)
Trigger1 = 1
x = 1000
y = 1499999999
ignorehitpause = 1

;--------------------峌寕愝掕
[State 56,proj]
type = Projectile
triggerall = ishelper(8901072)
trigger1 = time >= 1
trigger1 = numhelper(6900)
trigger1 = root,stateno = 8912
trigger1 = root,palno = 6 && root,time < 90
trigger1 = root,var(58) = 1 && helper(6900),var(47) = 8901
projID = 991
projanim = 8908
projscale = 1,1
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 8901073
sparkno = -1
affectteam = F
persistent = 1

[State changeprev]
type = changestate
trigger1 = !ishelper(8901072)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State reversal]
type = destroyself
triggerall = ishelper(8901072)
trigger1 = roundstate != 2
trigger2 = root,stateno != 8912
trigger3 = root,palno != 6
trigger4 = numhelper(6900)
trigger4 = helper(6900),var(47) != 8901
trigger5 = root,time >= 90
trigger6 = root,var(58) != 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
;屌掕
;--------------------------------------------------
[Statedef 8901073]
type = S
physics = S
ctrl = 0

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
x = 1000
y = 499999999
ignorehitpause = 1

[State 9997, 1];夋柺撪偄偲偗
type = posset
triggerall = name !="ONI-MIKO-REIMU"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
x = 0
y = 0
ignorehitpause = 1

[State 310 , blink]
type = PalFX
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
trigger1 = !ishelper
value = SCA
time = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(44) > 0
trigger1 = SelfAnimExist(enemynear,var(44))
trigger1 = root,numprojid(8901073)<5 || random < 10
projanim = enemynear,var(44)
projid = 8901073
projremove = 0
projremovetime = 2000000000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
P1stateno = 50
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = enemynear,var(43) > 0
trigger1 = SelfAnimExist(enemynear,var(43))
trigger1 = root,numprojid(89010731)<5 || random < 10
projanim = enemynear,var(43)
projid = 89010731
projremove = 0
projremovetime = 2000000000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
P1stateno = 50
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = root,numprojid(89010732)<5
projanim = 200
projid = 89010732
projremove = 0
projremovetime = 2000000000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
P1stateno = 50
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="ONI-MIKO-REIMU"
trigger1 = !time
trigger1 = root,numprojid(89010733)<3 || random < 20
projanim = 8901016
projid = 89010733
projremove = 0
projremovetime = 2000
projhits = 2000000000
projpriority = 9999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = C,HP
hitflag = MAFD
getpower = -1000000
P1stateno = 50
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="ONI-MIKO-REIMU"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="ONI-MIKO-REIMU"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];柶塽
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state destoryhelper]
type = destroyself
triggerall = ishelper
trigger1 = Time >= 2
trigger2 = Time && root,name !="ONI-MIKO-REIMU"
ignorehitpause = 1

[State 60]
type = changestate
triggerall = !ishelper
trigger1 = name !="ONI-MIKO-REIMU"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="ONI-MIKO-REIMU"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[State changeprev]
type = changestate
trigger1 = name = "ONI-MIKO-REIMU" && !ishelper
trigger2 = name = "ONI-MIKO-REIMU" && time
value = 8901063
ignorehitpause = 1

