;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]棫偪対
;--------------------------------------------------
[StateDef 200]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 201 - ishelper(6904)
SprPriority = 1

[State 1]
Type = velset
Trigger1 = time = 0
y = 0

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

;--------------------慺怳傝壒
[State 200, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S100,16
Channel = 1

;--------------------峌寕愝掕
[State 200]
type = Projectile
trigger1 = AnimElem = 3, = 1
projanim = 10200
projremove = 1
projremovetime = 4
projid = 10200
Attr = S, NA
HitFlag = MAFPD
AnimType = Light
Air.AnimType = Back
Priority = 7, Hit
Damage = 30, 30
PauseTime = 10, 15
HitSound = S100, 0
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime = 15
Guard.HitTime = 15
Air.HitTime  = 36
Guard.CtrlTime = 12
Guard.Dist = 75
Ground.Velocity = -6, 0
Guard.Velocity = -6
Air.Velocity = -6,-5
Fall = 0
Air.Fall = 0
GivePower = -100, -10500
hitonce = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-100,10]
trigger1 = AnimElem = 4, = 1
Value = 200

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
trigger1 = AnimElem = 4, = 1
Value = 400

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 1
triggerall = fvar(14) = [-200,-50]
trigger1 = AnimElem = 4, = 1
Value = 1067

;--------------------廔椆
[State 200, 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]棫偪廟
;--------------------------------------------------
[StateDef 220]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 220
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

;--------------------慺怳傝壒
[State 220, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S100, 17
Channel = 1

;--------------------峌寕愝掕
[State 220]
type = Projectile
trigger1 = AnimElem = 3, = 1
projanim = 10220
projremove = 1
projremovetime = 6
projid = 10220
Attr = S, NA
HitFlag = MAFPD
AnimType = Medium
Air.AnimType = Back
Priority = 7, Hit
Damage = 77, 77
PauseTime = 10, 50
HitSound = S100, 1
GuardSound = S100, 9
Ground.Type = Low
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

;--------------------僸僢僩屻張棟
[State 220, Helper];僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = projhittime(10220)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -40
ID = 31010
StateNo = 31010
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
trigger1 = AnimElem = 4, = 1
Value = 405

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) != [-30,30]
triggerall = fvar(14) = [-90,10]
trigger1 = AnimElem = 4, = 1
Value = 225

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 1
triggerall = fvar(14) = [-200,-50]
trigger1 = AnimElem = 4, = 1
Value = 1067

;--------------------廔椆
[State 220, 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]偟傖偑傒対
;--------------------------------------------------
[StateDef 400]
Type = C
MoveType= A
Physics = C
Ctrl = 0
Anim = 400
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 1]
Type = velset
Trigger1 = time = 0
y = 0

;--------------------慺怳傝壒
[State 400, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 7
Trigger3 = AnimElem = 11
Trigger4 = AnimElem = 15
Trigger5 = AnimElem = 19
Value = S100, 16
Channel = 1

[State 400, VarSet];僸僢僩壒
Type = VarSet
Trigger1 = projhittime(10400)=1
IgnoreHitPause = 1
V = 17
Value = 1

[State 400, VarSet];僈乕僪壒
Type = VarSet
Trigger1 = projguardedtime(10400)=1
IgnoreHitPause = 1
V = 18
Value = 1

[State 400, Helper];僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = projhittime(10400)=1
Trigger1 = NumEnemy > 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(70+(P2dist X-70)*0.5), -5
ID = 31000
StateNo = 31000
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------峌寕愝掕
[State 400]
type = Projectile
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 5, = 1
trigger3 = AnimElem = 7, = 1
trigger4 = AnimElem = 9, = 1
trigger5 = AnimElem = 11, = 1
projanim = 10400
projremove = 1
projremovetime = 3
projid = 10400
Attr = C, NA
HitFlag = MAF
GuardFlag = L
AnimType = Medium
Air.AnimType = Back
Priority = 7, Hit
Damage = 36, 36
PauseTime = 3, 30
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 20
Guard.HitTime = 19
Air.HitTime  = 26
Guard.CtrlTime = 19
Guard.Dist = 160
Ground.Velocity = -6, 0
Guard.Velocity = -5
Air.Velocity = -5,-3
Fall = 0
Air.Fall = 0
GivePower = -60, -9993
hitonce = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-75,10]
trigger1 = AnimElem = 7, = 1
Value = 220

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-200,200]
triggerall = fvar(14) = [-120,10]
trigger1 = AnimElem = 7, = 1
Value = 420

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 1
triggerall = fvar(14) = [-200,-50]
trigger1 = AnimElem = 7, = 1
Value = 1067

;--------------------廔椆
[State 400, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]偟傖偑傒廟
;--------------------------------------------------
[StateDef 420]
Type = C
MoveType= A
Physics = C
Ctrl = 0
Anim = 420
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 420, VelSet]
Type = VelSet
Trigger1 = Anim = 420
Trigger1 = Time = 10
X = 15
Y = -6.0

[State 420, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 420
Trigger1 = Time = 10
StateType = A
Physics = N

[State 420, VelAdd]
Type = VelAdd
Trigger1 = Anim = 420
Trigger1 = Time > 10
Y = 0.52

;--------------------慺怳傝壒
[State 420, PlaySnd]
Type = PlaySnd
Trigger1 = Anim = 420
Trigger1 = AnimElem = 5
Value = S100, 17
Channel = 1

;--------------------峌寕愝掕
[State 420]
type = Projectile
trigger1 = AnimElem = 5, = 1
projanim = 10420
projremove = 1
projremovetime = 3
projid = 10420
velocity = vel x,vel y
accel = 0,0.5
Attr = A, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 99, 99
PauseTime = 10, 39
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 88
Ground.HitTime = 88
Guard.HitTime = 22
Air.HitTime  = 90
Guard.CtrlTime = 24
Guard.Dist = 66
Ground.Velocity = -100, -8
Guard.Velocity = -6
Air.Velocity = -70,-8
Fall = 0
Air.Fall = 0
GivePower = -910, -20030
hitonce = 0

[State 420]
type = Projectile
trigger1 = AnimElem = 6, = 1
projanim = 10421
projremove = 1
projremovetime = 6
projid = 10421
velocity = vel x,vel y
accel = 0,0.5
Attr = A, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 77, 77
PauseTime = 10, 77
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 77
Ground.HitTime = 77
Guard.HitTime = 50
Air.HitTime  = 96
Guard.CtrlTime = 23
Guard.Dist = 95
Ground.Velocity = -99, -9
Guard.Velocity = -5
Air.Velocity = -20,7.5
Fall = 0
Air.Fall = 0
GivePower = -1010, -9997
hitonce = 0

;--------------------僸僢僩屻張棟
[State 420, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(10420)=1
trigger2 = projhittime(10421)=1
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 40, -60
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------拝抧屻
[State 420, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 420
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 421

[State 420, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 421
StateType = S
Physics = S

[State 420, VelSet]
Type = VelSet
Trigger1 = Anim = 421
X = 0
Y = 0

[State 420, PosSet]
Type = PosSet
Trigger1 = Anim = 421
Y = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-150,150]
triggerall = fvar(14) = [-90,10]
trigger1 = AnimElem = 6, = 1
Value = 1020 + 10*(random%2)

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-100,30]
trigger1 = AnimElem = 6, = 1
Value = 801

;--------------------廔椆
[State 420, ChangeState]
Type = ChangeState
Trigger1 = Anim = 421
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]嬻拞対
;--------------------------------------------------
[StateDef 600]
Type = A
MoveType= A
Physics = A
Ctrl = 0
Anim = 600
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

;--------------------慺怳傝壒
[State 600, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S100, 16
Channel = 1

;--------------------僸僢僩屻張棟
[State 600, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(10600)=1
Trigger1 = NumEnemy > 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(50+(-50+P2Dist X)*0.5), -40
ID = 31000
StateNo = 31000
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------峌寕愝掕
[State 60]
type = Projectile
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 5, = 1
trigger3 = AnimElem = 7, = 1
projanim = 10600
projremove = 1
projremovetime = 7
projid = 10600
velocity = vel x,vel y
accel = 0,0.5
Attr = A, NA
HitFlag = MAFDP
AnimType = Light
Air.AnimType = Back
Priority = 7, Hit
Damage = 39, 39
PauseTime = 10, 36
HitSound = S100, 0
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 9
Ground.HitTime = 12
Guard.HitTime = 13
Air.HitTime  = 39
Guard.CtrlTime = 15
Guard.Dist = 122
Ground.Velocity = -5, 0
Guard.Velocity = -4
Air.Velocity = -6,3
AirGuard.Velocity = -4,-4
AirGuard.CtrlTime = 29
Fall = 0
Air.Fall = 0
GivePower = -90, -1003
hitonce = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-40,40]
trigger1 = AnimElem = 6, = 1
Value = 620

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-80,80]
triggerall = fvar(14) > -30
trigger1 = AnimElem = 6, = 1
Value = 1066

;--------------------廔椆
[State 600, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 600
Trigger1 = AnimTime = 0
Value = 41
Elem = 5

[State 600, ChangeState]
Type = ChangeState
Trigger1 = Anim = 41
Value = 51
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞廟
;--------------------------------------------------
[StateDef 620]
Type = A
MoveType= A
Physics = A
Ctrl = 0
Anim = 620
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

;--------------------慺怳傝壒
[State 620, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S100, 17
Channel = 1

;--------------------峌寕愝掕
[State 620]
type = Projectile
trigger1 = AnimElem = 4, = 1
projanim = 10620
projremove = 1
projremovetime = 5
projid = 10620
velocity = vel x,vel y
accel = 0,0.5
Attr = A, NA
HitFlag = MAFDP
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 77, 77
PauseTime = 10, 19
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 22
Ground.HitTime = 22
Guard.HitTime = 22
Air.HitTime  = 66
Guard.CtrlTime = 38
Guard.Dist = 93
Ground.Velocity = -7, 0
Guard.Velocity = -2
Air.Velocity = -100,1
AirGuard.Velocity = -6,-4
AirGuard.CtrlTime = 21
Fall = 0
Air.Fall = 0
GivePower = -500, -6030
hitonce = 0

;--------------------僸僢僩屻張棟
[State 620, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(10620)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(45+(-45+P2Dist X)*0.5), -55
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 620, TargetState]
Type = TargetState
TriggerAll = NumTarget > 0
trigger1 = projhittime(10620)=1
Trigger1 = Target,StateType = A
Value = 7040
Persistent = 0
IgnoreHitPause = 1

[State 620, Helper]
Type = Helper
TriggerAll = NumTarget > 0
trigger1 = projhittime(10620)=1
Trigger1 = Target,StateType = A
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-80,80]
triggerall = fvar(14) > -30
trigger1 = AnimElem = 5, = 1
Value = 1066

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(14) = [-150,150]
trigger1 = AnimElem = 6, = 1
Value = 1071

;--------------------廔椆
[State 620, ChangeState]
Type = ChangeState
Trigger1 = Time = 32
Value = 51
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僟僢僔儏棫偪廟
;--------------------------------------------------
[StateDef 225]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 230
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 225, VelMul]
Type = VelMul
Trigger1 = Anim = 230
Trigger1 = Time < 10
X = 0.9

[State 225, VelSet]
Type = VelSet
Trigger1 = Anim = 230
Trigger1 = Time = 10
X = 30.0
Y = -6

[State 225, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 230
Trigger1 = Time = 10
StateType = A
Physics = N

[State 225, VelAdd]
Type = VelAdd
Trigger1 = Anim = 230
Trigger1 = Time > 13
Y = 0.52

;--------------------慺怳傝壒
[State 225, PlaySnd]
Type = PlaySnd
Trigger1 = Anim = 230
Trigger1 = AnimElem = 6
Value = S100, 17
Channel = 1

;--------------------僸僢僩屻張棟
[State 225, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(10230)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 50, -50
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------峌寕愝掕
[State 225]
type = Projectile
trigger1 = time = 11
projanim = 10230
projremove = 1
projremovetime = 4
projid = 10230
velocity = vel x,vel y
accel = 0,0.5
Attr = A, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 111, 111
PauseTime = 10, 19
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 49
Ground.HitTime = 55
Guard.HitTime = 34
Air.HitTime  = 55
Guard.CtrlTime = 44
Guard.Dist = 89
Ground.Velocity = -5, -7
Guard.Velocity = -5
Air.Velocity = -4,-8
Fall = 0
Air.Fall = 0
GivePower = -130, -1390

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-100,30]
trigger1 = time = 15
Value = 801

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(13) = [-150,150]
triggerall = fvar(14) = [-100,30]
trigger1 = time = 15
Value = 3160

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(14) = [-200,-50]
trigger1 = time = 15
Value = 1067

;--------------------廔椆
[State 225, ChangeState]
Type = ChangeState
Trigger1 = Anim = 230
Trigger1 = AnimElem = 8
Value = 226

;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]僟僢僔儏棫偪廟乮懡廳僗僥偐傜暅婣乯
;--------------------------------------------------
[StateDef 226]
Type = U
MoveType = I
Physics = U
MoveHitPersist = 1

;--------------------懍搙愝掕
[State 226, VelAdd]
Type = VelAdd
Trigger1 = Anim = 230
Y = 0.52

;--------------------拝抧屻
[State 226, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 230
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 231

[State 226, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 231
StateType = S
Physics = S

[State 226, VelSet]
Type = VelSet
Trigger1 = Anim = 231
X = 0
Y = 0

[State 226, PosSet]
Type = PosSet
Trigger1 = Anim = 231
Y = 0

;--------------------廔椆
[State 226, ChangeState]
Type = ChangeState
Trigger1 = Anim = 231
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]僋儔僢僔儏対乮徴楈婥乯
;--------------------------------------------------
[StateDef 240]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 240
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 = 60
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 240, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 18
Physics = N

[State 240, VelSet]
Type = VelSet
Trigger1 = Time = 18
X = 39

[State 240, VelAdd]
Type = VelAdd
Trigger1 = Time > 18
Trigger1 = Vel X >= 0.5
X = -3.9

[State 240, VelSet]
Type = VelSet
Trigger1 = Vel X < 0
X = 0

;--------------------慺怳傝壒
[State 240, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 18
Value = S100, 17
Channel = 1

[State 1065, 儃僀僗]
Type = PlaySnd
Trigger1 = Time = 18
Value = S894, 0+random%2
Channel = 2

;--------------------峌寕愝掕
[State 240]
type = Projectile
trigger1 = time = 18
projanim = 10240
projremove = 1
projremovetime = 5
projid = 10240
velocity = vel x,vel y
Attr = S, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 55, 55
PauseTime = 10, 42
Ground.Type = Low
Ground.SlideTime = 53
Ground.HitTime = 96
Guard.HitTime = 33
Air.HitTime  = 108
Guard.CtrlTime = 37
Guard.Dist = 99
Ground.Velocity = -100, -4
Guard.Velocity = -5
Air.Velocity = -55,-4
Fall = 0
Air.Fall = 0
GivePower = -100, -1300
hitonce = 0

;--------------------僸僢僩屻張棟
[State 240, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(10240)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 60, -40
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 240, VarSet];僸僢僩壒
Type = VarSet
trigger1 = projhittime(10240)=1
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 3

[State 240, VarSet];僈乕僪壒
Type = VarSet
trigger1 = projguardedtime(10240)=1
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 240, TargetLifeAdd]
Type = TargetLifeAdd
TriggerAll = NumTarget > 0
trigger1 = projhittime(10240)=1
Persistent = 0
IgnoreHitPause = 1
Value = -ceil(enemynear,lifemax/15)
Kill = 1
Absolute = 1

[State 240, TargetState]
Type = TargetState
TriggerAll = NumTarget > 0
trigger1 = projhittime(10240)=1
Value = 7040
Persistent = 0
IgnoreHitPause = 1

[State 240, Helper]
Type = Helper
TriggerAll = NumTarget > 0
trigger1 = projhittime(10240)=1
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-80,80]
triggerall = fvar(14) > -30
trigger1 = time = 23
Value = 1020 + 10*(random%2)

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(14) = [-150,150]
trigger1 = time = 23
Value = 1060

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(14) = [-200,-50]
trigger1 = time = 23
Value = 1067

;--------------------廔椆
[State 240, 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]僟僢僔儏偟傖偑傒対
;--------------------------------------------------
[StateDef 405]
Type = C
MoveType= A
Physics = C
Ctrl = 0
Anim = 400
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

;--------------------慺怳傝壒
[State 405, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 7
Trigger3 = AnimElem = 11
Trigger4 = AnimElem = 15
Trigger5 = AnimElem = 19
Value = S100, 16
Channel = 1

;--------------------僸僢僩屻張棟
[State 405, VarSet];僸僢僩壒
Type = VarSet
trigger1 = projhittime(10400)=1
IgnoreHitPause = 1
V = 17
Value = 1

[State 405, VarSet];僈乕僪壒
Type = VarSet
trigger1 = projguardedtime(10400)=1
IgnoreHitPause = 1
V = 18
Value = 1

[State 405, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(10400)=1
Trigger1 = NumEnemy > 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(70+(P2dist X-70)*0.5), -5
ID = 31000
StateNo = 31000
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

;--------------------峌寕愝掕
[State 405]
type = Projectile
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 5, = 1
trigger3 = AnimElem = 7, = 1
trigger4 = AnimElem = 9, = 1
trigger5 = AnimElem = 11, = 1
projanim = 10400
projremove = 1
projremovetime = 4
projid = 10400
Attr = C, NA
HitFlag = MAFPD
AnimType = Medium
Air.AnimType = Back
Priority = 7, Hit
Damage = 29, 29
PauseTime = 3, 3
Ground.Type = Low
Ground.SlideTime = 18
Ground.HitTime = 22
Guard.HitTime = 24
Air.HitTime  = 26
Guard.CtrlTime = 27
Guard.Dist = 122
Ground.Velocity = -4-99*(random<100), 0
Guard.Velocity = -4
Air.Velocity = -4-99*(random<100),-2
Fall = 0
Air.Fall = 0
GivePower = -70, -10399
hitonce = 0

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) != [-30,30]
triggerall = fvar(14) = [-50,10]
trigger1 = AnimElem = 8, = 1
Value = 440

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-150,150]
triggerall = fvar(14) = [-90,10]
trigger1 = AnimElem = 8, = 1
Value = 1020 + 10*(random%2)

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(14) = [-200,-50]
trigger1 = AnimElem = 8, = 1
Value = 1067

;--------------------廔椆
[State 405, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僋儔僢僔儏廟乮彺楈婥乯
;--------------------------------------------------
[StateDef 440]
Type = C
MoveType= A
Physics = C
Ctrl = 0
Anim = 440
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 440, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 5
StateType = A
Physics = N

[State 440, VelSet]
Type = VelSet
Trigger1 = Time = 5
X = 36.0
Y = -2.5

[State 440, VelAdd]
Type = VelAdd
Trigger1 = Time = [6,19]
Y = 0.35714

[State 440, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 20
StateType = C

[State 440, PosSet]
Type = PosSet
Trigger1 = Time = 20
Y = 0.0

[State 440, VelSet]
Type = VelSet
Trigger1 = Time = 20
X = 36.0
Y = 0.0

[State 440, VelMul]
Type = VelMul
Trigger1 = Time = [28,35]
X = 0.95

[State 440, VelMul]
Type = VelMul
Trigger1 = Time > 35
X = 0.80

;--------------------慺怳傝壒
[State 440, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S100, 17
Channel = 1

[State 1065, 儃僀僗]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S894, 0+random%2
Channel = 2

;--------------------峌寕愝掕
[State 440]
type = Projectile
trigger1 = AnimElem = 3, = 1
projanim = 10440
projremove = 1
projremovetime = 10
projid = 10440
velocity = vel x,vel y
accel = 0,0.5
Attr = C, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 55, 55
PauseTime = 10, 60
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 48
Ground.HitTime = 53
Guard.HitTime = 31
Air.HitTime  = 66
Guard.CtrlTime = 29
Guard.Dist = 89
Ground.Velocity = 0, -6
Guard.Velocity = -6
Air.Velocity = 0,-7
Fall = 0
Air.Fall = 0
GivePower = -120, -95130

;--------------------僸僢僩屻張棟
[State 440, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(10440)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor(40+(-40+P2Dist X)*0.5), -10
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 440, TargetLifeAdd]
Type = TargetLifeAdd
TriggerAll = NumTarget > 0
trigger1 = projhittime(10440)=1
Persistent = 0
IgnoreHitPause = 1
Value = -ceil(enemynear,life/15)
Kill = 1
Absolute = 1

[State 440, TargetState]
Type = TargetState
TriggerAll = NumTarget > 0
trigger1 = projhittime(10440)=1
Value = 7000
Persistent = 0
IgnoreHitPause = 1

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-90,90]
triggerall = fvar(14) = [-100,30]
trigger1 = AnimElem = 4, = 1
Value = 801

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-150,150]
triggerall = fvar(14) = [-90,10]
trigger1 = AnimElem = 4, = 1
Value = 1020 + 10*(random%2)

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(14) = [-200,-50]
trigger1 = AnimElem = 4, = 1
Value = 1067

;--------------------廔椆
[State 440, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]楈寕乮捠忢乯
;--------------------------------------------------
[StateDef 800]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 800
SprPriority = 1

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

;--------------------懍搙愝掕
[State 800, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 800, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------岠壥壒
[State 800, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S100, 22
Channel = 6

[State 800, Helper];楈寕僄僼僃僋僩
Type = Helper
Trigger1 = AnimElem = 6
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30100
StateNo = 30100
Name = " "
helpertype = player

[State 1065, 儃僀僗]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S894, 0+random%2
Channel = 2

;--------------------峌寕愝掕
[State 604]
type = Projectile
trigger1 = AnimElem = 6, = 1
projanim = 6040
projremove = 1
projremovetime = 2
projid = 6040
Persistent = 0
Attr = S, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 99, 99
PauseTime = 0, 60
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 90
Ground.HitTime = 120
Guard.HitTime = 30
Air.HitTime  = 120
Guard.CtrlTime = 30
Guard.Dist = 100
Ground.Velocity = IfElse((P2Dist X<0), 99, -99), -5.5
Guard.Velocity = IfElse((P2Dist X<0), 5, -5)
Air.Velocity = IfElse((P2Dist X<0), 99, -99), -5.5
AirGuard.Velocity = IfElse((P2Dist X<0), 3, -3), -3.5
Fall = 0
Air.Fall = 0
GivePower = -300, -300
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------僸僢僩屻張棟
[State 6040, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(6040)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor((P2Dist X)*0.5), Floor(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 6040, TargetState]
Type = TargetState
trigger1 = projhittime(6040)=1
Trigger1 = NumTarget > 0
Value = 7030
Persistent = 0
IgnoreHitPause = 1

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-100,100]
triggerall = fvar(14) = [-100,10]
trigger1 = AnimElem = 7, = 1
Value = 200

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 3
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
trigger1 = AnimElem = 7, = 1
Value = 400

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(14) = [-200,-50]
trigger1 = AnimElem = 7, = 1
Value = 1067

;--------------------廔椆
[State 800, 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]楈寕乮峌寕僉儍儞僙儖乯
;--------------------------------------------------
[StateDef 801]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 801
SprPriority = 1

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

;--------------------懍搙愝掕
[State 801, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 801, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------岠壥壒
[State 801, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S100, 22
Channel = 6

[State 801, Helper];楈寕僄僼僃僋僩
Type = Helper
Trigger1 = AnimElem = 6
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30100
StateNo = 30100
Name = " "
helpertype = player

[State 1065, 儃僀僗]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S894, 0+random%2
Channel = 2

;--------------------峌寕愝掕
[State 604]
type = Projectile
trigger1 = AnimElem = 6, = 1
projanim = 6040
projremove = 1
projremovetime = 2
projid = 6040
Persistent = 0
Attr = S, HA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 99, 99
PauseTime = 0, 60
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 90
Ground.HitTime = 120
Guard.HitTime = 30
Air.HitTime  = 120
Guard.CtrlTime = 30
Guard.Dist = 100
Ground.Velocity = IfElse((P2Dist X<0), 99, -99), -5.5
Guard.Velocity = IfElse((P2Dist X<0), 5, -5)
Air.Velocity = IfElse((P2Dist X<0), 99, -99), -5.5
AirGuard.Velocity = IfElse((P2Dist X<0), 3, -3), -3.5
Fall = 0
Air.Fall = 0
GivePower = -300, -300
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------僸僢僩屻張棟
[State 6040, Helper];僸僢僩僄僼僃僋僩
Type = Helper
trigger1 = projhittime(6040)=1
Trigger1 = NumEnemy > 0
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = Floor((P2Dist X)*0.5), Floor(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))
ID = 31020
StateNo = 31020
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
helpertype = player

[State 6040, TargetState]
Type = TargetState
trigger1 = projhittime(6040)=1
Trigger1 = NumTarget > 0
Value = 7030
Persistent = 0
IgnoreHitPause = 1

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

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 5
triggerall = fvar(13) = [-130,130]
triggerall = fvar(14) = [-30,10]
trigger1 = AnimElem = 7, = 1
Value = 400

[State 200, ChangeState]
Type = ChangeState
Triggerall = ishelper(6904)
Triggerall = roundstate = 2
Triggerall = random%10 < 2
triggerall = fvar(14) = [-200,-50]
trigger1 = AnimElem = 7, = 1
Value = 1067

;--------------------廔椆
[State 801, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

