;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂俽倛倝値倠倝丂俠倧値倱倲倎値倲倱丂俥倝倢倕丂俶倧俁
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂僗儁儖僇乕僪
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂杺濇乽僄乕儗儞償僃儖僋乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3000]
Type     = S
MoveType = A
Physics  = N
Anim     = 3000
Ctrl     = 0

[State 3000, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 47)+(Time = 199)
Value = 3001+(Time=199)

[State 3000, 曄悢]
Type = VarRangeSet
Trigger1 = (Anim = 3000)*(AnimElem = 4)
Value = 0
First = 35
Last = 37

[State 3000, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 3000)*(AnimElem = 4)
fvar(38) = -3000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3000, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = (Anim = 3000)*(AnimElem = 4)
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s2,4
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3000, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3000)*(AnimElem = 4)
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = 0,-76
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3000, 僇僢僩僀儞]
Type = Helper
Trigger1 = (Anim = 3000)*(AnimElem = 4)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3000, 柍揋]
Type = NotHitBy
Trigger1 = Time = [5,156]
Value = SCA

[State 3000, 夋柺怳摦]
Type = EnvShake
Trigger1 = (Time = [55,156])
Time  = 6
Ampl  = 6
Freq  = 70
Phase = 100
Persistent = 5

[State 3000, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3002)*(AnimElem = 1)
MoveType = I

;**************************************************
[State 3000, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [9,27]
StateNo = 6047
ID = 6047
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1
SuperMoveTime = 99

[State 3000, 抏]
Type = Helper
Trigger1 = (Anim = 3001)*(AnimElem = 5)
StateNo = 2500
ID = 2500
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3000, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3001)*(AnimElem = 5)
Value = s10,15

[State 3000, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3001)*(AnimElem = 5)
Value = s10,16

;**************************************************
[State 3000, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 3002)*(AnimTime = 0)
Value = 0
Ctrl = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂敱晞乽僐儞償傿僋僩乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3010]
Type     = S
MoveType = A
Physics  = N
Anim     = 3010
Ctrl     = 0
SprPriority = 1

[State 3010, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 3010)*(MoveGuarded = 1)
Value = 3011

[State 3010, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 3010)*(Time > 71)
Value = 101

[State 3010, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 3010)*(AnimElem = 4,>=0)
X = 13

[State 3010, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 101)*(AnimElem = 1)
X = 7.5

[State 3010, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = [3011,3012])*(AnimElem = 1)
X = 0

[State 3010, 曄悢]
Type = VarRangeSet
Trigger1 = (Anim = 3010)*(AnimElem = 2,=4)
Value = 0
First = 35
Last = 37

[State 3010, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 3010)*(AnimElem = 2,=4)
fvar(38) = -3000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3010, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = (Anim = 3011)*(MoveHit = 1)
fvar(39) = -10*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 3010, ComboLimit]
Type = VarAdd
Trigger1 = (Anim = 3011)*(MoveHit = 1)
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 3010, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 3010, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = (Anim = 3010)*(AnimElem = 2,=4)
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s2,4
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3010, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3010)*(AnimElem = 2,=4)
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 10000
PauseMoveTime = 10000

[State 3010, 僇僢僩僀儞]
Type = Helper
Trigger1 = (Anim = 3010)*(AnimElem = 2,=4)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3010, 僸僢僩-僈乕僪僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 3010
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 11
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 3010, 僸僢僩-僈乕僪僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 3010
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 3010, 僇僂儞僞乕僸僢僩僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H) && (var(3) > 1)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 3010
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 3010, 僇僂儞僞乕僸僢僩僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H) && (var(3) > 1)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 3010
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3000, 柍揋]
Type = NotHitBy
Trigger1 = Time = [0,51]
Value = SCA

[State 3010, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3011) && (AnimElem = 2)
MoveType = I

;**************************************************
[State 3010, 墝僄僼僃僋僩]
Type = Explod
Trigger1 = (Anim = 3010)*(AnimElem = 4)
Anim = 6091
ID = 6091
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 9
IgnoreHitPause = 1

[State 3010, 僄僼僃僋僩]
Type = Explod
Trigger1 = (Anim = 3010)*(AnimElem = 4,>=0)
Anim = 2003
ID = 2003
Pos = Random%20,-80+Random%20
PosType = P1
Scale = .1,.1
Vel = 1-Random/499.5,1-Random/499.5
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3010, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3011)*(AnimElem = 1)
StateNo = 6013
ID = 6014
Name = "Effect"
Pos = 33,-61
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1.5
Size.YScale = 1.5

;**************************************************
[State 3010, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3010)*(AnimElem = 4)
Value = s10,16
Channel = 1

[State 3010, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3011)*(AnimElem = 1)
Value = s10,17
Channel = 1

;**************************************************
[State 3010, 僸僢僩掕媊-1]
Type = HitDef
Trigger1 = (Anim = 3010)*(AnimElem = 4)
Attr              = S, HT
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Miss
PauseTime         = 0,0
Guard.PauseTime    = 10,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -10,-3
Air.Velocity      = -10,-3
AirGuard.Velocity = -10,-3
Ground.CornerPush.VelOff = -4.5
Air.CornerPush.VelOff = 0
Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil((60+(var(3)>1)*10)*(var(2)/1000.0))
P2Facing = 1
P1StateNo = 3011
P2StateNo = 10052
ID = 3010

[State 3010, 僸僢僩掕媊-2]
Type = HitDef
Trigger1 = (Anim = 3011)*(AnimElem = 1)
Attr              = S, HA
Damage            = 100,10
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 10,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -10,-3
Air.Velocity      = -10,-3
AirGuard.Velocity = -10,-3
Ground.CornerPush.VelOff = -4.5
Air.CornerPush.VelOff = 0
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((60+(var(3)>1)*10)*(var(2)/1000.0))
P2Facing = 1
ID = 3010

;**************************************************
[State 3010, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (Anim = 3011)*(MoveHit = 1)
Value = 10000
ID = 3010
IgnoreHitPause = 1
Persistent = 10

[State 3010, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (Anim = 3011)*(MoveHit = 1)*(fvar(27) >= 100)
Value = 10100
ID = 3010
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 3010, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = ((Anim = 3011)+(Anim = 101))*(AnimTime = 0)
Value = 0
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;惉岟
[Statedef 3011]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
SprPriority = 1

[State 3011, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 3010)*((FrontEdgeBodyDist < 21)+(Time > 199))
Value = 3012

[State 3011, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 3012)*(AnimElem = 16,>=0)*(Vel Y > 0)*(Pos Y >= 0)
Value = 3013

[State 3011, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 3010)*(AnimElem = 4,>=0)
X = 13

[State 3011, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 3012)*((AnimElem = 1)+(AnimElem = 11))
X = -(AnimElem=11)*4.5
Y = -(AnimElem=11)*15

[State 3011, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 3012)*(AnimElem = 12)
X = -2
Y = -5

[State 3011, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 3012)*(AnimElem = 16)
Trigger2 = (Anim = 3013)
X = 0
Y = (Anim=3012)*20

[State 3011, 堏摦懍搙]
Type = VelAdd
Trigger1 = (Anim = 3012)*(AnimElem = 12,>=0)*(AnimElem = 16,<0)
Y = .25

[State 3011, 幉埵抲堏摦]
Type = PosAdd
Trigger1 = (Anim = 3012)*(AnimElem = 1)
X = (FrontEdgeBodyDist*-1)-15

[State 3011, 幉埵抲]
Type = PosSet
Trigger1 = (Anim = 3013)*(AnimElem = 1)
Y = 0

[State 3011, 怳傝曉傞]
Type = Turn
Trigger1 = (Anim = 3013)*(AnimElem = 1)

[State 3011, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3012)*(AnimElem = 11)
StateType = A

[State 3011, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3013)
StateType = C

;**************************************************
[State 3011, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = (Anim = 3012)*(AnimElem = 1)
fvar(39) = -10*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 3011, 壒]
Type = VarSet
Trigger1 = Time = 0
var(7) = 3
IgnoreHitPause = 1
Persistent = 10

[State 3011, 壒]
Type = VarSet
Trigger1 = (Anim = 3012)*(AnimElem = 1)
Trigger2 = (Anim = 3013)*(AnimElem = 1)
var(7) = 4
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 3011, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 3011, 夋柺怳摦]
Type = EnvShake
Trigger1 = (Anim = 3012)*(AnimElem = 1)
Trigger2 = (Anim = 3013)*(AnimElem = 1)
Time  = 20+(Anim=3013)*10
Ampl  = 7+(Anim=3013)*4
Freq  = 100
Phase = 100
Persistent = 1

[State 3011, 夋憸昞帵弴埵]
Type = SprPriority
Trigger1 = (Anim = 3012)*((AnimElem = 3)+(AnimElem = 11)+(AnimElem = 13))
Value = -2+(AnimElem = 11)*4

;**************************************************
[State 3011, 僸僢僩-僈乕僪僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (Time = 0)+(Anim = 3012)*(AnimElem = 1)
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = 50-(Anim=3012)*17,-45-(Anim=3012)*56
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 3011, 僸僢僩-僈乕僪僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (Anim = 3013)*(AnimElem = 1)
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 3011, 僄僼僃僋僩]
Type = Explod
Trigger1 = (Anim = 3010)*(AnimElem = 4,>=0)
Anim = 2003
ID = 2003
Pos = Random%20,-80+Random%20
PosType = P1
Scale = .1,.1
Vel = 1-Random/499.5,1-Random/499.5
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3011, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3012)*(AnimElem = 1)
StateNo = 6013
ID = 6014
Name = "Effect"
Pos = 33,-61
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1.5
Size.YScale = 1.5

[State 3011, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3012)*(AnimElem = 11)
StateNo = 6101
ID = 6101
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = .2

[State 3011, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3012)*(AnimElem = 16)
StateNo = 6022
ID = 6022
Name = "Effect"
Pos = 0,25
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = 2

[State 3011, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3012)*(AnimElem = 16,>=0)
StateNo = 6022
ID = 6023
Name = "Effect"
Pos = 0,20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 3
Size.XScale = 1
Size.YScale = 1

[State 3011, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3013)*(AnimElem = 1)
StateNo = 6023
ID = 6023
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3011, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3013)*(AnimElem = 1)
Value = s10,17
Channel = 1

;**************************************************
[State 3011, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (Anim = 3012)*(AnimElem = 5)
Value = 10053
ID = 3010

[State 3011, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Anim = 3012)*(AnimElem = 1)
Value = -Floor(100*(Const(Data.Attack)/100.)*(fvar(39)/100.))
Kill = 0

[State 3011, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Anim = 3013)*(AnimElem = 1)
Value = -Floor(220*(Const(Data.Attack)/100.)*(fvar(39)/100.))

[State 3011, 憡庤偺埵抲-1]
Type = TargetBind
Trigger1 = Anim = 3010
Time = 1
Pos = 10,-70

[State 3011, 憡庤偺埵抲-2]
Type = TargetBind
Trigger1 = Anim = 3012
Trigger1 = (AnimElem = 1)+(AnimElem = 2)
Time = 1
Pos = 52-(AnimElem=2)*18,-62

[State 3011, 憡庤偺埵抲-3]
Type = TargetBind
Trigger1 = Anim = 3012
Trigger1 = (AnimElem = 3)+(AnimElem = 4)
Time = 1
Pos = 23-(AnimElem=4)*44,-41+(AnimElem=4)*8

[State 3011, 憡庤偺埵抲-4]
Type = TargetBind
Trigger1 = (AnimElem = 5)+(AnimElem = 16,>=0)
Time = 1
Pos = -27+(AnimElem=16,>=0)*19,-25+(AnimElem=16,>=0)*25

[State 3011, 僸僢僩悢]
Type = HitAdd
Trigger1 = (Anim = [3012,3013])*(AnimElem = 1)
Value = 1

;**************************************************
[State 3011, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 3013)*(AnimTime = 0)
Value = 0
Ctrl = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂濇庫乽償僃儕僞僥傿僗乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3020]
Type     = U
MoveType = A
Physics  = N
Anim     = 3020
Ctrl     = 0

[State 3020, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 56)+(Time = 132)
Value = 3021+(Time=132)

[State 3020, 傾僯儊]
Type = ChangeAnim
Trigger1 = (StateType = A)*(Anim = 3022)*(AnimTime = 0)
Value = 41
Elem = 7

[State 3020, 堏摦懍搙]
Type = VelSet
Trigger1 = (StateType = A)*(Time = 0)
X = 0
Y = 0

[State 3020, 曄悢]
Type = VarRangeSet
Trigger1 = (Anim = 3020)*(AnimElem = 7)
Value = 0
First = 35
Last = 36

[State 3020, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 3020)*(AnimElem = 7)
fvar(38) = -2000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3020, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = (Anim = 3020)*(AnimElem = 7)
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s2,4
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3020, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3020)*(AnimElem = 7)
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 10000
PauseMoveTime = 10000

[State 3020, 僇僢僩僀儞]
Type = Helper
Trigger1 = (Anim = 3020)*(AnimElem = 7)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3020, 廳椡]
Type = Gravity
Trigger1 = (StateType = A)*(Anim = 3022)*(AnimElem = 2,>=0)
Trigger2 = (Anim = 41)

[State 3020, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3021)*(AnimElem = 3)
MoveType = I

;**************************************************
[State 3020, 岝抏]
Type = Helper
Trigger1 = (Anim = 3020)*(AnimElem = 7)
StateNo = 2505
ID = 2505
Name = "Shot"
Pos = 45,-90
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .7
Size.YScale = .7
SuperMoveTime = 40

[State 3020, 岝抏]
Type = Helper
Trigger1 = (Anim = 3020)*(AnimElem = 7)
StateNo = 2505
ID = 2506
Name = "Shot"
Pos = 60,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .7
Size.YScale = .7
SuperMoveTime = 40

[State 3020, 岝抏]
Type = Helper
Trigger1 = (Anim = 3020)*(AnimElem = 7)
StateNo = 2505
ID = 2507
Name = "Shot"
Pos = -55,-85
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .7
Size.YScale = .7
SuperMoveTime = 40

[State 3020, 岝抏]
Type = Helper
Trigger1 = (Anim = 3020)*(AnimElem = 7)
StateNo = 2505
ID = 2508
Name = "Shot"
Pos = -70,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .7
Size.YScale = .7
SuperMoveTime = 40

;**************************************************
[State 3020, 壒]
Type = PlaySnd
Trigger1 = 0;(Anim = 3020) && (AnimElem = 13)
Value = s10,7

;**************************************************
[State 3020, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (StateType != A)*(Anim = 3022)*(AnimTime = 0)
Trigger2 = (Anim = 41)*(Pos Y >= 0)*(Vel Y > 0)
Value = (StateType = A)*52
Ctrl = (StateType!=A)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂揤濇乽僀儞儔乕僕儊儞僩丒儊僋僗乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3030]
Type     = S
MoveType = A
Physics  = N
Anim     = 3030
Ctrl     = 0

[State 3030, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 44
Value = 3031

[State 3030, 曄悢]
Type = VarRangeSet
Trigger1 = Time = 14
Value = 0
First = 35
Last = 38

[State 3030, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 14
fvar(38) = -4000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3030, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = Time = 14
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s2,4
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3030, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 14
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 10000
PauseMoveTime = 10000

[State 3030, 僇僢僩僀儞]
Type = Helper
Trigger1 = Time = 14
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3030, 柍揋]
Type = NotHitBy
Trigger1 = Time = [14,279]
Value = SCA

;**************************************************
[State 3000, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [9,44]
StateNo = 6047
ID = 6047
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1
SuperMoveTime = 99

[State 3030, 杺曽恮]
Type = Helper
Trigger1 = (Anim = 3031)*(AnimElem = 9)
StateNo = 2512
ID = 2512
Name = "Effect"
Pos = 30,-80
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3030, 儗乕僓乕]
Type = Helper
Trigger1 = (Anim = 3031)*(AnimElem = 9,=40)
StateNo = 2510
ID = 2510
Name = "Effect"
Pos = 30,-80
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3030, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3031)*((AnimElem = 9)+(AnimElem = 9,=40))
Value = s10,18+(AnimElem = 9,=40)

;**************************************************
[State 3030, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 3031)*(AnimTime = 0)
Value = 0
Ctrl = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂杺奅乽僀儞僒僯傾丒傾僎儖乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3040]
Type     = S
MoveType = A
Physics  = N
Anim     = 3040
Ctrl     = 0

[State 3040, 曄悢]
Type = VarRangeSet
Trigger1 = (Anim = 3040)*(AnimElem = 4,=85)
Value = 0
First = 35
Last = 39

[State 3040, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 3040)*(AnimElem = 4,=85)
fvar(38) = -5000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3040, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = (Anim = 3040)*(AnimElem = 4,=85)
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s2,4
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3040, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3040)*(AnimElem = 4,=85)
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = -9,-88
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3040, 僇僢僩僀儞]
Type = Helper
Trigger1 = (Anim = 3040)*(AnimElem = 4,=85)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3040, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3040)*(AnimElem = 8,=1)
MoveType = I

;**************************************************
[State 3040, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [14,94]
StateNo = 6047
ID = 6047
Name = "Effect"
Pos = -9,-88
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1
SuperMoveTime = 99

[State 3040, 僄僼僃僋僩]
Type = Helper
Trigger1 =  Time = 14
StateNo = 6024
ID = 6024
Name = "Effect"
Pos = -9,-88
PosType = P1
Ownpal = 1
Size.XScale = .5
Size.YScale = .5

[State 3040, 杺曽恮]
Type = Helper
Trigger1 = (Anim = 3040)*(AnimElem = 8)
StateNo = 2515
ID = 2515
Name = "Effect"
Pos = 160,0
PosType = Left
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3040, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3040)*(AnimElem = 4)
Value = s10,23

[State 3040, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3040)*(AnimElem = 8)
Value = s10,18

;**************************************************
[State 3040, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂恄椡乽傾儞僼傿儔僔僆儞乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3050]
Type     = S
MoveType = I
Physics  = N
Anim     = 3050
Ctrl     = 0

[State 3050, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 92
Value = 3051

[State 3050, 曄悢]
Type = VarSet
Trigger1 = (Anim = 3050)*(AnimElem = 4)
var(48) = 1200

[State 3050, 曄悢]
Type = VarRangeSet
Trigger1 = (Anim = 3050)*(AnimElem = 4)
Value = 0
First = 35
Last = 38

[State 3050, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 3050)*(AnimElem = 4)
fvar(38) = -4000
IgnoreHitPause = 1
Persistent = 1

[State 3050, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 52
Trigger1 = (fvar(10) = [0,3])+(fvar(10) = [11,13])+(fvar(10) = [21,23])
fvar(10) = 1

[State 3050, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 62
Trigger1 = (fvar(11) = [0,3])+(fvar(11) = [11,13])+(fvar(11) = [21,23])
fvar(11) = 1

[State 3050, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 72
Trigger1 = (fvar(12) = [0,3])+(fvar(12) = [11,13])+(fvar(12) = [21,23])
fvar(12) = 1

[State 3050, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 82
Trigger1 = (fvar(13) = [0,3])+(fvar(13) = [11,13])+(fvar(13) = [21,23])
fvar(13) = 1

[State 3050, 曄悢]
Type = VarSet
Trigger1 = Time = 52
var(4) = Floor(fvar(10))-(fvar(10)=[10,14])*10

[State 3050, 曄悢]
Type = VarSet
Trigger1 = Time = 62
var(4) = Floor(fvar(11))-(fvar(11)=[10,14])*10

[State 3050, 曄悢]
Type = VarSet
Trigger1 = Time = 72
var(4) = Floor(fvar(12))-(fvar(12)=[10,14])*10

[State 3050, 曄悢]
Type = VarSet
Trigger1 = Time = 82
var(4) = Floor(fvar(13))-(fvar(13)=[10,14])*10-(fvar(13)=[20,24])*20

;**************************************************
[State 3050, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = (Anim = 3050)*(AnimElem = 4)
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s2,4
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3050, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3050)*(AnimElem = 4)
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3050, 僇僢僩僀儞]
Type = Helper
Trigger1 = (Anim = 3050)*(AnimElem = 4)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3050, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [11,57])
StateNo = 6047
ID = 3050
Name = "Effect"
Pos = -14,-84
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 99

[State 3050, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [11,81])
StateNo = 6025
ID = 6025
Name = "Effect"
Pos = -25+Random%50,-Random%30
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 3
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 99

[State 3050, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 52)+(Time = 62)+(Time = 72)+(Time = 82)
StateNo = 6026
ID = 6026
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1

[State 3050, 儗儀儖]
Type = Helper
Trigger1 = (Time = 52)+(Time = 62)+(Time = 72)+(Time = 82)
StateNo = 6191
ID = 6190+var(4)
Name = "Level"
Pos = 0,0
PosType = P1
Facing = Facing
Ownpal = 1
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 3050, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3050)*(AnimElem = 4)
Value = s10,23

[State 3050, 壒]
Type = PlaySnd
Trigger1 = (Time = 52)+(Time = 62)+(Time = 72)+(Time = 82)
Value = s2,1

;**************************************************
[State 3050, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 3051)*(AnimTime = 0)
Value = 0
Ctrl = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂恄埿乽儊僈丒僌儔償傿僩儞僂僃僀償乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3060]
Type     = U
MoveType = A
Physics  = N
Anim     = 3060
Ctrl     = 0
SprPriority = 5

[State 3060, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(4) = 0

[State 3060, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time = 156)+(Time = 160)+(Time = 164)+(Time = 166)+(Time = 168)
Trigger2 = (Time = 170)+(Time = 172)
var(4) = 1+(Time = 170)+(Time = 172)

[State 3060, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(5) = 0

[State 3060, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time > 26
var(5) = 1

[State 3060, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(6) = ((100*Life/LifeMax)<60)+((100*Life/LifeMax)<40)+((100*Life/LifeMax)<20)

[State 3060, 曄悢]
Type = VarRangeSet
Trigger1 = (Anim = 3060)*(AnimElem = 4,=20)
Value = 0
First = 35
Last = 39

[State 3060, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 3060)*(AnimElem = 4,=20)
fvar(38) = -5000
IgnoreHitPause = 1
Persistent = 1

[State 3060, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3060, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 3060)*(AnimTime = 0)*(StateType = A)
Value = 41
Elem = 7

;**************************************************
[State 3060, 柍揋]
Type = NotHitBy
Trigger1 = Time = [116,411]
Value = SCA

[State 3060, 廳椡]
Type = Gravity
Trigger1 = Anim = 41

[State 3060, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3060)*(StateType = A)*(Pos Y >= 0)
StateType = S

[State 3060, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3060) && (AnimElem = 27)
MoveType = I

;**************************************************
[State 3060, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = (Anim = 3060)*(AnimElem = 4,=20)
Trigger2 = Time = 116
Time = 40-(Time = 116)*5
MoveTime = 40-(Time = 116)*5
Anim = -1
Pos = 0,0
Sound = s2+(Time=116)*8,4+(Time=116)*22
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3060)*(AnimElem = 4,=20)
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3060, 僇僢僩僀儞]
Type = Helper
Trigger1 = (Anim = 3060)*(AnimElem = 4,=20)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 40,-45
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 20,-65
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 0,-85
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = -20,-65
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = -40,-45
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = -20,-25
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 0,-5
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [26,114]
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 20,-25
PosType = P1
Ownpal = 1
Persistent = 2
SuperMoveTime = (Time>43)*3
Size.XScale = .25
Size.YScale = .25

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [26,114])+(Time = 151)
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 150-Random%300,105-Random%300
PosType = P1
Ownpal = 1
Persistent = 8
SuperMoveTime = (Time>43)*3
Size.XScale = 2.5
Size.YScale = 2.5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [26,114])+(Time = 151)
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 150-Random%300,105-Random%300
PosType = P1
Ownpal = 1
Persistent = 8
SuperMoveTime = (Time>43)*3
Size.XScale = 2.5
Size.YScale = 2

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [26,114])+(Time = 151)
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 150-Random%300,105-Random%300
PosType = P1
Ownpal = 1
Persistent = 8
SuperMoveTime = (Time>43)*3
Size.XScale = 2.5
Size.YScale = 1.5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [26,114])+(Time = 151)
StateNo = 2520
ID = 2520
Name = "Effect"
Pos = 150-Random%300,105-Random%300
PosType = P1
Ownpal = 1
Persistent = 8
SuperMoveTime = (Time>43)*3
Size.XScale = 2.5
Size.YScale = 1

;**************************************************
[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 26
StateNo = 2521
ID = 2521
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
SuperMoveTime = 99

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 155)+(Time = 159)+(Time = 163)+(Time = 165)+(Time = 167)
Trigger2 = (Time = 169)+(Time = 171)+(Time = 175)
StateNo = 2522
ID = 2522+var(4)
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 169)+(Time = 171)
StateNo = 2522
ID = 2528+(Time=171)*2
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(10*(Pi/180.))),-45-Floor(30*Sin(10*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(35*Cos(35*(Pi/180.))),-45-Floor(35*Sin(35*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(40*Cos(45*(Pi/180.))),-45-Floor(40*Sin(45*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(80*(Pi/180.))),-45-Floor(30*Sin(80*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(110*(Pi/180.))),-45-Floor(30*Sin(110*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(40*Cos(135*(Pi/180.))),-45-Floor(40*Sin(135*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(45*Cos(135*(Pi/180.))),-45-Floor(45*Sin(135*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(40*Cos(160*(Pi/180.))),-45-Floor(40*Sin(160*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(170*(Pi/180.))),-45-Floor(30*Sin(170*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(-20*(Pi/180.))),-45-Floor(30*Sin(-20*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(40*Cos(-50*(Pi/180.))),-45-Floor(40*Sin(-50*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(-100*(Pi/180.))),-45-Floor(30*Sin(-100*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(-110*(Pi/180.))),-45-Floor(30*Sin(-110*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 116
StateNo = 2520
ID = 2521
Name = "Effect"
Pos = Floor(30*Cos(-150*(Pi/180.))),-45-Floor(30*Sin(-150*(Pi/180.)))
PosType = P1
Ownpal = 1
Persistent = 1
SuperMoveTime = 36
Size.XScale = 1.25
Size.YScale = .5

;**************************************************
[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2523
Name = "Effect"
Pos = 5,-45
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2524
Name = "Effect"
Pos = 8,-50
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2524
Name = "Effect"
Pos = 5,-60
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2526
Name = "Effect"
Pos = 8,-60
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2526
Name = "Effect"
Pos = -20,-60
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2527
Name = "Effect"
Pos = -20,-60
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2528
Name = "Effect"
Pos = -25,-50
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2529
Name = "Effect"
Pos = -25,-50
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2530
Name = "Effect"
Pos = -25,-50
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2531
Name = "Effect"
Pos = 5,-25
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2532
Name = "Effect"
Pos = 5,-25
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2533
Name = "Effect"
Pos = 0,-20
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2534
Name = "Effect"
Pos = -5,-17
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2534
Name = "Effect"
Pos = -10,-20
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2534
Name = "Effect"
Pos = -15,-15
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2535
Name = "Effect"
Pos = -20,-25
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

[State 3060, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 153
StateNo = 2523
ID = 2535
Name = "Effect"
Pos = -25,-25
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = .5

;**************************************************
[State 3060, 壒]
Type = PlaySnd
Trigger1 = Time = 153
Value = s10,15

[State 3060, 壒]
Type = PlaySnd
Trigger1 = Time = 153
Value = s10,22

[State 3060, 壒]
Type = PlaySnd
Trigger1 = Time = 153
Value = s10,27

;**************************************************
[State 3060, 旘傃摴嬶]
Type = Projectile
Trigger1 = Time = [153,372]
Attr              = A, HP
Damage            = 22+(var(6)*7),2
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,10
Guard.PauseTime   = 0,10
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2256
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 2
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -10*IfElse((Facing=EnemyNear,Facing),-1,1),-8
Guard.Velocity    = -20*IfElse((Facing=EnemyNear,Facing),-1,1)
Air.Velocity      = -10*IfElse((Facing=EnemyNear,Facing),-1,1),-8
AirGuard.Velocity = -10*IfElse((Facing=EnemyNear,Facing),-1,1),-4
Fall = 1
Fall.Recover = 0
P2StateNo = 10057
ID = 3060
Persistent = 4

;**************************************************
[State 3060, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = NumEnemy < 2
Trigger1 = !NumPartner
Trigger1 = NumTarget
Trigger1 = Target,Life < 1 && RoundState = 2
Trigger1 = (Time = [372,374]) && P2MoveType = H && P2StateNo = 10057
Value = 3061

[State 3060, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 3060) && (AnimTime = 0)
Trigger2 = (Anim = 41)*(Pos Y >= 0)*(Vel Y > 0)
Value = (StateType=A)*52
Ctrl = (StateType!=A)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂恄埿乽儊僈丒僌儔償傿僩儞僂僃僀償乿丂摿庩KO
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3061]
Type     = U
MoveType = A
Physics  = N
Anim     = 10000
Ctrl     = 0
SprPriority = 5

[State 3061, 幉埵抲]
Type = PosSet
Trigger1 = Time = 0
X = 0
Y = -130

[State 3061, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumEnemy
Trigger1 = NumTarget
Trigger1 = Time = 0
Value = 10058
ID = 3060

[State 3061, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(4) = 3061

;**************************************************
[State 3061, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 0
Anim = 2294
ID = 2294
PosType = Left
Pos = 160,120
Scale = 9999,9999
SprPriority = 19
OwnPal = 1
RemoveTime = 20
IgnoreHitPause = 1

[State 3061, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 20
Anim = 2296
ID = 2296
PosType = Left
Pos = 160,240
Scale = 1.5,1.5
SprPriority = 11
OwnPal = 1
RemoveTime = 999
IgnoreHitPause = 1

[State 3061, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 20
Anim = 2297
ID = 2297
PosType = Left
Pos = 160,-80
Scale = 1,1
SprPriority = 10
OwnPal = 1
RemoveTime = 999
IgnoreHitPause = 1

;**************************************************
[State 3061, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 2524
ID = 2524
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3061, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,0

[State 3061, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = 1
Flag = NoBG
Flag2 = NoFG

[State 3061, 僸僢僩悢]
Type = HitAdd
Trigger1 = Time = 79
Value = 44

;**************************************************
[State 3061, 壒]
Type = PlaySnd
Trigger1 = Time = 79
Value = s10,15

[State 3061, 壒]
Type = PlaySnd
Trigger1 = Time = 79
Value = s10,22

[State 3061, 壒]
Type = PlaySnd
Trigger1 = Time = 79
Value = s10,27

[State 3061, 壒]
Type = PlaySnd
Trigger1 = Time = 79
Value = s10,32

;**************************************************
[State 3061, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Time = 81
Value = 0
Ctrl = 1

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂乽僄儞僪丒僽儗僀僇乕乿
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3070]
Type     = S
MoveType = A
Physics  = N
Anim     = 3070
Ctrl     = 0
SprPriority = 1

[State 3070, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(4) = 0

[State 3070, 曄悢]
Type = VarRangeSet
Trigger1 = (Anim = 3070)*(AnimElem = 2,=5)
Value = 0
First = 35
Last = 39

[State 3070, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 3070)*(AnimElem = 2,=5)
fvar(38) = -5000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3070, 挻昁帪娫巭傔]
Type = SuperPause
Trigger1 = (Anim = 3070)*(AnimElem = 2,=5)
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s2,4
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 3070, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 3070)*(AnimElem = 2,=5)
StateNo = 6200
ID = 6200
Name = "Effect"
Pos = -14,-90
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3070, 僇僢僩僀儞]
Type = Helper
Trigger1 = (Anim = 3070)*(AnimElem = 2,=5)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3070, 柍揋]
Type = NotHitBy
Trigger1 = var(4)
Value = SCA

[State 3070, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 3070)*(AnimElem = 5)
MoveType = I

;**************************************************
[State 3070, 僄僼僃僋僩]
Type = Helper
Trigger1 =  (Anim = 3070)*(AnimElem = 2)
StateNo = 2530
ID = 2530
Name = "Sword"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 41
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3070, 壒]
Type = PlaySnd
Trigger1 = (Anim = 3070)*(AnimElem = 4)
Value = s10,28

;**************************************************
[State 3070, 僗僥乕僩曄峏-1]
Type = ChangeState
TriggerAll = NumTarget
TriggerAll = (var(4))*(AnimElem = 7,>=0)
Trigger1 = (Enemy(0),StateNo=10055)
Trigger2 = NumEnemy > 1
Trigger2 = (Enemy(1),StateNo=10055)
Value = 3071

[State 3070, 僗僥乕僩曄峏-2]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;惉岟
[Statedef 3071]
Type     = A
MoveType = A
Physics  = N
Anim     = 3071
Ctrl     = 0
SprPriority = 12

[State 3071, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 471)+(Time = 805)
Value = 3072+(Time=805)

[State 3071, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 1039)
Value = 41
Elem = 6

[State 3071, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)+(Time = 704)
var(5) = 0

[State 3071, 曄悢]
Type = VarSet
Trigger1 = (Time = [603,703])
var(5) = IfElse(var(5)>0,-1,IfElse(var(5)<0,0,1+Random%15))

[State 3071, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = Time > 26
Value = 0
MoveCamera = 0,0

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 26)+(Time = [51,52])+(Time = 68)+(Time = 99)
X = (Time=26)*30+(Time=52)*15-(Time=68)*12-(Time=99)*8

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 152
X = 30*Cos(20*(Pi/180.))
Y = -30*Sin(20*(Pi/180.))

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 185
X = 30*Cos(-20*(Pi/180.))
Y = -30*Sin(-20*(Pi/180.))

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 230
X = 60*Cos(-160*(Pi/180.))
Y = -60*Sin(-160*(Pi/180.))

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 264
X = 70*Cos(-170*(Pi/180.))
Y = -70*Sin(-170*(Pi/180.))

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 273
X = 0
Y = 0

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 471)+(Time = 476)
X = (50-(Time=476)*30)*Cos(60*(Pi/180.))
Y = (-50+(Time=476)*30)*Sin(60*(Pi/180.))

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 722)
X = 8*Cos(-170*(Pi/180.))
Y = -8*Sin(-170*(Pi/180.))

[State 3071, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 1039
X = 0
Y = 10

[State 3071, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [69,145])
X = (Time<100)*.8+(Time=[100,112])*.5
Y = (Time=[106,125])*.2-(Time=[126,145])*.2

[State 3071, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time = [478,486]
X = -2*Cos(60*(Pi/180.))
Y = 2*Sin(60*(Pi/180.))

[State 3071, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [487,521])+(Time = [530,538])+(Time = [550,588])
X = (-.2+(Time=[521,569])*.6+(Time=[550,565])*.4-(Time=[566,572])*1.5)*Cos(60*(Pi/180.))
Y = (.2-(Time=[521,569])*.6-(Time=[550,565])*.4+(Time=[566,572])*1.5)*Sin(60*(Pi/180.))

[State 3071, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [723,741])
X = -.4*Cos(-170*(Pi/180.))
Y = .4*Sin(-170*(Pi/180.))

[State 3071, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [784,804])
Y = .2

[State 3071, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [805,844])
X = .5*Cos(100*(Pi/180.))
Y = -.5*Sin(100*(Pi/180.))

[State 3071, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 1039
Y = .31

[State 3071, 幉埵抲]
Type = PosSet
Trigger1 = (Time = 51)+(Time = 185)
X = (-210-(Time=185)*20)*Facing
Y = -60-(Time=185)*70

[State 3071, 幉埵抲]
Type = PosSet
Trigger1 = (Time = 230)+(Time = 264)
X = 230*Facing
Y = -140+(Time = 264)*20

[State 3071, 幉埵抲]
Type = PosSet
Trigger1 = (Time = [273,470])
X = -250
Y = -60

[State 3071, 幉埵抲]
Type = PosSet
Trigger1 = Time = 1039
X = -70*Facing
Y = -800

[State 3071, 幉埵抲]
Type = PosSet
Trigger1 = Time = 471
X = -170*Facing
Y = 235

[State 3071, 夋憸昞帵弴埵]
Type = SprPriority
Trigger1 = (Time = 185)+(Time = 230)+(Time = 722)
Value = 12-(Time=722)*2

;**************************************************
[State 3071, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = (Time = 68)+(Time = 104)+(Time = 196)+(Time = 240)+(Time = 268)+(Time = 274)+(Time = 284)+(Time = 294)+(Time = 304)+(Time = 314)+(Time = 324)+(Time = 334)+(Time = 344)+(Time = 354)
Trigger2 = (Time = [362,433])+(Time = 478)
fvar(39) = -1*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 4

[State 3071, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = (Time = [553,703])
fvar(39) = -1*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 3071, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = (Time > 744)*(var(6))
fvar(39) = -var(6)*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 3071, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = (Time = [879,1034])
fvar(39) = -1*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 3071, ComboLimit]
Type = VarAdd
Trigger1 = Time = 1034
fvar(27) = 100
IgnoreHitPause = 1

;**************************************************
[State 3071, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = (Enemy(0),Movetype = H)*(Enemy(0),StateNo = 10056)
TriggerAll = Enemy(0),GetHitvar(ChainID) = 2530
Trigger1 = (Time = 68)+(Time = 104)+(Time = 196)+(Time = 240)+(Time = 268)+(Time = 274)
Trigger2 = (Time = 284)+(Time = 294)+(Time = 304)+(Time = 314)+(Time = 324)+(Time = 334)+(Time = 344)+(Time = 354)
Trigger3 = (Time = [362,433])
StateNo = 6000
ID = 6007
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 4
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 3071, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = (Enemy(1),Movetype = H)*(Enemy(1),StateNo = 10056)
TriggerAll = Enemy(1),GetHitvar(ChainID) = 2530
Trigger1 = (Time = 68)+(Time = 104)+(Time = 196)+(Time = 240)+(Time = 268)+(Time = 274)
Trigger2 = (Time = 284)+(Time = 294)+(Time = 304)+(Time = 314)+(Time = 324)+(Time = 334)+(Time = 344)+(Time = 354)
Trigger3 = (Time = [362,433])
StateNo = 6000
ID = 6007
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 4
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 3071, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = (Enemy(0),Movetype = H)*(Enemy(0),StateNo = 10056)
TriggerAll = Enemy(0),GetHitvar(ChainID) = 2530
Trigger1 = (Time = 478)+(Time = [553,703])+(Time = 722)
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 3071, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = (Enemy(1),Movetype = H)*(Enemy(1),StateNo = 10056)
TriggerAll = Enemy(1),GetHitvar(ChainID) = 2530
Trigger1 = (Time = 478)+(Time = [553,703])+(Time = 722)
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 3071, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = (Enemy(0),Movetype = H)*(Enemy(0),StateNo = 10056)
TriggerAll = Enemy(0),GetHitvar(ChainID) = 2530
Trigger1 = (Time > 744)*(var(6))
StateNo = 6000
ID = 6011
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 3071, 僸僢僩僄僼僃僋僩]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = (Enemy(1),Movetype = H)*(Enemy(1),StateNo = 10056)
TriggerAll = Enemy(1),GetHitvar(ChainID) = 2530
Trigger1 = (Time > 744)*(var(6))
StateNo = 6000
ID = 6011
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State -2, ComboLimit]
Type = Helper
TriggerAll = NumEnemy
TriggerAll = (Enemy(0),Movetype = H)*(Enemy(0),StateNo = 10056)
TriggerAll = Enemy(0),GetHitvar(ChainID) = 2530
Trigger1 = (Time = 1034)
StateNo = 6125
ID = 6127
Name = "ComboLimit"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .5
Size.YScale = .5

[State -2, ComboLimit]
Type = Helper
TriggerAll = NumEnemy > 1
TriggerAll = (Enemy(1),Movetype = H)*(Enemy(1),StateNo = 10056)
TriggerAll = Enemy(1),GetHitvar(ChainID) = 2530
Trigger1 = (Time = 1034)
StateNo = 6125
ID = 6125
Name = "ComboLimit"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2105, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = 879
Anim = 2295
ID = 2295
Pos = 0,0
PosType = Left
BindTime = -1
Scale = 9999,9999
Ownpal = 1
SprPriority = 15
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 0
StateNo = 2518
ID = 2518
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 0
Size.YScale = 0

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 0
StateNo = 2518
ID = 2519
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 0
Size.YScale = 0

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 19)+(Time = 145)+(Time = 214)
StateNo = 2532
ID = 2532+(Time=214)*10
Name = "Effect"
Pos = 60,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = 2

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 24)+(Time = 150)
StateNo = 2532
ID = 2533
Name = "Effect"
Pos = 20,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = 2

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 26)+(Time = 152)
StateNo = 2532
ID = 2534
Name = "Effect"
Pos = 80,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 8
Size.YScale = 4

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 35
StateNo = 2531
ID = 3070
Name = "BG"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1.5
Size.YScale = 1.7

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 64)+(Time = 98)+(Time = 192)+(Time = 232)+(Time = 266)
StateNo = 2533
ID = 2533+(Time=98)+(Time=192)*2+(Time=232)+(Time = 266)*3
Name = "Slash"
Pos = 0,0
PosType = P1
Facing = 1-(Time=232)*2
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 198)+(Time = 202)+(Time = 210)+(Time = 222)+(Time = 254)
StateNo = 2534
ID = 2534+(Time=202)+(Time=210)*5+(Time=222)*6+(Time=254)*6
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 202)+(Time = 244)
StateNo = 2534
ID = 2536
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 202)+(Time = 204)+(Time = 258)
StateNo = 2534
ID = 2537+(Time=204)
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 240
StateNo = 2534
ID = 2541
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 240)+(Time = 244)+(Time = 246)
StateNo = 2534
ID = 2542+(Time = 244)+(Time = 246)*2
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 270)+(Time = 278)+(Time = 290)+(Time = 294)+(Time = 298)
StateNo = 2534
ID = 2550+(Time=278)*2+(Time=290)*3+(Time=294)*4+(Time=298)*5
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 270)+(Time = 307)+(Time = 344)+(Time = 344)+(Time = 344)
StateNo = 2534
ID = 2551
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 270)+(Time = 285)+(Time = 290)+(Time = 298)+(Time = 302)
StateNo = 2534
ID = 2570+(Time=285)+(Time=290)*2+(Time=298)*3+(Time=302)*4
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 307)+(Time = 315)+(Time = 327)+(Time = 331)+(Time = 335)+(Time = 344)+(Time = 352)
StateNo = 2534
ID = 2550+(Time=315)*2+(Time=327)*3+(Time=331)*4+(Time=335)*5+(Time=352)*2
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 307)+(Time = 322)+(Time = 327)+(Time = 335)+(Time = 339)+(Time = 344)+(Time = 356)
StateNo = 2534
ID = 2570+(Time=322)+(Time=327)*2+(Time=335)*3+(Time=339)*4+(Time=356)
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 361)+(Time = 363)+(Time = 367)+(Time = 369)+(Time = 371)+(Time = 373)+(Time = 375)
StateNo = 2534
ID = 2556-(Time=363)*4+(Time=367)*2+(Time=369)*3+(Time=371)*4+(Time=373)*5+(Time=375)*6
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 379)+(Time = 381)+(Time = 385)+(Time = 387)+(Time = 389)+(Time = 391)+(Time = 393)
StateNo = 2534
ID = 2556-(Time=381)*4+(Time=385)*2+(Time=387)*3+(Time=389)*4+(Time=391)*5+(Time=393)*6
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 397)+(Time = 399)+(Time = 403)+(Time = 405)+(Time = 407)+(Time = 409)+(Time = 411)
StateNo = 2534
ID = 2556-(Time=399)*4+(Time=403)*2+(Time=405)*3+(Time=407)*4+(Time=409)*5+(Time=411)*6
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 415)+(Time = 417)+(Time = 421)+(Time = 423)+(Time = 425)+(Time = 427)+(Time = 429)
StateNo = 2534
ID = 2556-(Time=417)*4+(Time=421)*2+(Time=423)*3+(Time=425)*4+(Time=427)*5+(Time=429)*6
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 433)+(Time = 435)+(Time = 439)+(Time = 441)+(Time = 443)+(Time = 445)
StateNo = 2534
ID = 2556-(Time=435)*4+(Time=439)*2+(Time=441)*3+(Time=443)*4+(Time=445)*5
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 361)+(Time = 379)+(Time = 397)+(Time = 415)+(Time = 433)
StateNo = 2534
ID = 2557
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 361)+(Time = 363)+(Time = 365)+(Time = 367)+(Time = 369)+(Time = 371)+(Time = 373)+(Time = 375)+(Time = 377)
StateNo = 2534
ID = 2575+(Time=363)*2+(Time=365)*4+(Time=367)*6+(Time=369)*8+(Time=371)*10+(Time=373)*12+(Time=375)*14+(Time=377)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 361)+(Time = 363)+(Time = 365)+(Time = 367)+(Time = 369)+(Time = 371)+(Time = 373)+(Time = 375)+(Time = 377)
StateNo = 2534
ID = 2576+(Time=363)*2+(Time=365)*4+(Time=367)*6+(Time=369)*8+(Time=371)*10+(Time=373)*12+(Time=375)*14+(Time=377)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 379)+(Time = 381)+(Time = 383)+(Time = 385)+(Time = 387)+(Time = 389)+(Time = 391)+(Time = 393)+(Time = 395)
StateNo = 2534
ID = 2575+(Time=381)*2+(Time=383)*4+(Time=385)*6+(Time=387)*8+(Time=389)*10+(Time=391)*12+(Time=393)*14+(Time=395)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 379)+(Time = 381)+(Time = 383)+(Time = 385)+(Time = 387)+(Time = 389)+(Time = 391)+(Time = 393)+(Time = 395)
StateNo = 2534
ID = 2576+(Time=381)*2+(Time=383)*4+(Time=385)*6+(Time=387)*8+(Time=389)*10+(Time=391)*12+(Time=393)*14+(Time=395)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 397)+(Time = 399)+(Time = 401)+(Time = 403)+(Time = 405)+(Time = 407)+(Time = 409)+(Time = 411)+(Time = 413)
StateNo = 2534
ID = 2575+(Time=399)*2+(Time=401)*4+(Time=403)*6+(Time=405)*8+(Time=407)*10+(Time=409)*12+(Time=411)*14+(Time=413)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 397)+(Time = 399)+(Time = 401)+(Time = 403)+(Time = 405)+(Time = 407)+(Time = 409)+(Time = 411)+(Time = 413)
StateNo = 2534
ID = 2576+(Time=399)*2+(Time=401)*4+(Time=403)*6+(Time=405)*8+(Time=407)*10+(Time=409)*12+(Time=411)*14+(Time=413)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 415)+(Time = 417)+(Time = 419)+(Time = 421)+(Time = 423)+(Time = 425)+(Time = 427)+(Time = 429)+(Time = 431)
StateNo = 2534
ID = 2575+(Time=417)*2+(Time=419)*4+(Time=421)*6+(Time=423)*8+(Time=425)*10+(Time=427)*12+(Time=429)*14+(Time=431)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 415)+(Time = 417)+(Time = 419)+(Time = 421)+(Time = 423)+(Time = 425)+(Time = 427)+(Time = 429)+(Time = 431)
StateNo = 2534
ID = 2576+(Time=417)*2+(Time=419)*4+(Time=421)*6+(Time=423)*8+(Time=425)*10+(Time=427)*12+(Time=429)*14+(Time=431)*16
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 433)+(Time = 435)+(Time = 437)+(Time = 439)+(Time = 441)
StateNo = 2534
ID = 2575+(Time=435)*2+(Time=437)*4+(Time=439)*6+(Time=441)*8
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 433)+(Time = 435)+(Time = 437)+(Time = 439)+(Time = 441)
StateNo = 2534
ID = 2576+(Time=435)*2+(Time=437)*4+(Time=439)*6+(Time=441)*8
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3071, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = [553,703]
StateNo = 2535
ID = 2535
Name = "Effect"
Pos = 34,-68
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
Size.XScale = 2
Size.YScale = 1

[State 3071, 儗乕僓乕]
Type = Helper
Trigger1 = (var(5) = 1)+(var(5) = [4,5])+(var(5) = 12)+(var(5) = 14)
StateNo = 2536
ID = 2536
Name = "Laser"
Pos = -44,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .25

[State 3071, 儗乕僓乕]
Type = Helper
Trigger1 = (var(5) = 2)+(var(5) = [6,7])+(var(5) = 10)+(var(5) = 15)
StateNo = 2536
ID = 2536
Name = "Laser"
Pos = -40,-14
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .25

[State 3071, 儗乕僓乕]
Type = Helper
Trigger1 = (var(5) = 3)+(var(5) = [8,9])+(var(5) = 11)+(var(5) = 13)
StateNo = 2536
ID = 2536
Name = "Laser"
Pos = -29,15
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .25

[State 3071, 儗乕僓乕]
Type = Helper
Trigger1 = (var(5) = 1)+(var(5) = 6)+(var(5) = 8)+(var(5) = [10,11])
StateNo = 2536
ID = 2536
Name = "Laser"
Pos = 24,-24
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .25

[State 3071, 儗乕僓乕]
Type = Helper
Trigger1 = (var(5) = 2)+(var(5) = 4)+(var(5) = 9)+(var(5) = [12,13])
StateNo = 2536
ID = 2536
Name = "Laser"
Pos = 16,5
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .25

[State 3071, 儗乕僓乕]
Type = Helper
Trigger1 = (var(5) = 3)+(var(5) = 5)+(var(5) = 7)+(var(5) = [14,15])
StateNo = 2536
ID = 2536
Name = "Laser"
Pos = 6,15
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .25

[State 3071, 儗乕僓乕]
Type = Helper
Trigger1 = Time = [745,854]
StateNo = 2536
ID = 2537
Name = "Laser"
Pos = Floor(ScreenPos X)*-1+(-50-Random%100),Floor(ScreenPos Y)*-1+(100-Random%800)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = 1
Size.YScale = .5

[State 3071, 敋敪]
Type = Helper
Trigger1 = Time = 854
StateNo = 2537
ID = 2537
Name = "Explosion"
Pos = Floor(P2Dist X),Floor(P2Dist Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3071, 壒]
Type = PlaySnd
Trigger1 = (var(5)> 0)
Value = s10,14
Channel = 1
Persistent = 1

[State 3071, 僸僢僩壒]
Type = PlaySnd
Trigger1 = (Time = 68)+(Time = 104)+(Time = 196)+(Time = 240)
Trigger2 = (Time = [274,361])
Value = s1,7
Channel = 12
AbsPan = 0
Persistent = 10

[State 3071, 僸僢僩壒]
Type = PlaySnd
Trigger1 = (Time = 268)+(Time = [362,433])
Value = s1,7
Channel = 12
AbsPan = 0
Persistent = 4

[State 3071, 僸僢僩壒]
Type = PlaySnd
Trigger1 = (Time = 478)+(Time = [553,703])+(Time = 722)
Value = s1,4-(Time=722)
Channel = 9-(Time=722)
AbsPan = 0
Persistent = 15

[State 3071, 僸僢僩壒]
Type = PlaySnd
Trigger1 = (Time > 744)*(var(6))
Value = s1,9
Channel = 14
AbsPan = 0

[State 3071, 僸僢僩壒]
Type = PlaySnd
Trigger1 = (Time = [879,1034])
Value = s1,4
Channel = 9
AbsPan = 0
Persistent = 3

;**************************************************
[State 3071, 憡庤偺埵抲-1]
Type = TargetBind
Trigger1 = NumTarget
Trigger1 = (Time = 51)+(Time = 185)
Time = 1
Pos = 460,-55+(Time=185)*65
IgnoreHitPause = 1

[State 3071, 憡庤偺埵抲-1]
Type = TargetBind
Trigger1 = NumTarget
Trigger1 = Time = [478,721]
Time = 1
Pos = 38,-72
IgnoreHitPause = 1

[State 3071, 憡庤僗僥乕僩曄峏]
Type = TargetState
TriggerAll = NumEnemy
TriggerAll = NumTarget
Trigger1 = Time = 51
Value = 10056
ID = 2530

[State 3071, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Time = 68)+(Time = 104)
Value = -Floor(50*(Const(Data.Attack)/100.)*(fvar(39)/100.))
Kill = 0

[State 3071, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Time = 196)+(Time = 240)+(Time = 268)+(Time = 274)+(Time = 284)+(Time = 294)+(Time = 304)+(Time = 314)+(Time = 324)+(Time = 334)+(Time = 344)+(Time = 354)
Value = -Floor(10*(Const(Data.Attack)/100.)*(fvar(39)/100.))
Kill = 0

[State 3071, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Time = [362,433])
Value = -Floor(10*(Const(Data.Attack)/100.)*(fvar(39)/100.))
Kill = 0
Persistent = 4

[State 3071, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Time = 478)+(Time = [553,703])
Value = -Floor(7*(Const(Data.Attack)/100.)*(fvar(39)/100.))
Kill = 0
Persistent = 10

[State 3071, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Time > 744)*(var(6))
Value = -Floor((3*var(6))*(Const(Data.Attack)/100.)*(fvar(39)/100.))
Kill = 0

[State 3071, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = (Time = [879,1034])
Value = -1
Kill = 0

[State 3071, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = NumTarget
Trigger1 = (Time = 1034)*(Target,Life < 2) 
Value = -1000

[State 3071, 僸僢僩悢-1]
Type = HitAdd
Trigger1 = (Time = 68)+(Time = 104)+(Time = 196)+(Time = 240)+(Time = 268)+(Time = 274)+(Time = 284)+(Time = 294)+(Time = 304)+(Time = 314)+(Time = 324)+(Time = 334)+(Time = 344)+(Time = 354)
Trigger2 = (Time = [362,433])+(Time = 478)
Value = 1+(Time=[274,354])*2+(Time=[362,433])*5
Persistent = 4

[State 3071, 僸僢僩悢-2]
Type = HitAdd
Trigger1 = (Time = [553,703])
Value = 1
Persistent = 10

[State 3071, 僸僢僩悢-3]
Type = HitAdd
Trigger1 = (Time > 744)*(var(6))
Value = var(6)

[State 3071, 僸僢僩悢-4]
Type = HitAdd
Trigger1 = (Time = [879,1034])
Value = 1

[State 3071, 曄悢]
Type = VarSet
Trigger1 = var(6)
var(6) = 0

;**************************************************
[State 3071, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Time > 1039)*(Anim = 41)*(Pos Y >=0)*(Vel Y > 0)
Value = 52

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂揋愱梡僗儁儖僇乕僪
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 3500]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0

;**************************************************
[State 3500, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅