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;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侾
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;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
[Data]
Life              = 1000
Power             = 9999
Attack            = 100
Defence           = 100
Fall.Defence_Up   = 50
LieDown.Time      = 60
AirJuggle         = 15
SparkNo           = -1
Guard.SparkNo     = -1
KO.Echo           = 0
Volume            = 128
IntPersistIndex   = 0
FloatPersistIndex = 0

;**************************************************
[Size]
XScale            = 1
YScale            = 1
Ground.Back       = 15
Ground.Front      = 15
Air.Back          = 15
Air.Front         = 15
Height            = 40
Attack.Dist       = 160
Proj.Attack.Dist  = 90
Proj.DoScale      = 0
Head.Pos          = 0,-95
Mid.Pos           = 0,-47
ShadowOffset      = 0
Draw.Offset       = 0,0

[Velocity]
Walk.Fwd          = 2.0.0
Walk.Back         = -1.8.0
Run.Fwd           = 5.0,0
Run.Back          = -5.4,-2.0
Jump.Neu          = 0,-8.0
Jump.Back         = -2.2
Jump.Fwd          = 2.2
runJump.Back      = -2.55,-7.0
runJump.Fwd       = 5,-7.2
AirJump.Neu       = 0,-7.2
AirJump.Back      = -2.55
AirJump.Fwd       = 2.5

;**************************************************
[MoveMent]
AirJump.Num       = 0
AirJump.Height    = 24
YAccel            = .31
Stand.Friction    = .85
Crouch.Friction   = .82

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;丂棫偪懪寕丂嬤侾
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 200]
Type     = S
MoveType = A
Physics  = N
Anim     = 200
Ctrl     = 0

[State 200, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(4) = (PrevStateNo=200)
IgnoreHitPause = 1

;**************************************************
[State 200, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -4*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 200, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,100,50)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 200, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,1,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 200, 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) = 200
StateNo = 6000
ID = IfElse(MoveHit,6000,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 200, 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) = 200
StateNo = 6000
ID = IfElse(MoveHit,6000,6025)
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 = .5
Size.YScale = .5

;**************************************************
[State 200, 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) = 200
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 200, 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) = 200
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 200, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s0,4

;**************************************************
[State 200, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 4
Attr              = S, NA
Damage            = Ceil(20*(1+(var(3)>1)*.33))
GetPower          = Ceil(100*var(2)/1000.0),Ceil(50*var(2)/1000.0)
AnimType          = Light
HitFlag           = MAF
GuardFlag         = M
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    = 18+(var(3)>1)*6
Air.HitTime       = 18+(var(3)>1)*6
Ground.Velocity   = -3-(var(3)>1)*2.5,0
Air.Velocity      = -3-(var(3)>1)*2.5,-3-(var(3)>1)*2
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
ID = 200

;**************************************************
[State 200, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 200
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 200, 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
;丂棫偪懪寕丂嬤俀
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 201]
Type     = S
MoveType = A
Physics  = N
Anim     = 201
Ctrl     = 0

[State 201, 堏摦懍搙]
Type = VelSet
Trigger1 = AnimElem = 1,=0
X = 3.0

;**************************************************
[State 201, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -6*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 201, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,150,75)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 201, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,2,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 201, 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) = 201
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 201, 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) = 201
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
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 = .5
Size.YScale = .5

;**************************************************
[State 201, 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) = 201
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 201, 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) = 201
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 201, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s0,5

;**************************************************
[State 201, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 3
Attr              = S, NA
Damage            = Ceil(45*(1+(var(3)>1)*.33))
GetPower          = Ceil(150*var(2)/1000.0),Ceil(75*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
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   = -3
Air.Velocity      = -3,-3
AirGuard.Velocity = -3,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
ID = 201

;**************************************************
[State 201, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 201
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 201, 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
;丂棫偪懪寕丂嬤俁
;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
[Statedef 202]
Type     = S
MoveType = A
Physics  = N
Anim     = 202
Ctrl     = 0

[State 202, 堏摦懍搙]
Type = VelSet
Trigger1 = AnimElem = 3
X = 5.6

[State 202, 幉埵抲堏摦]
Type = PosAdd
Trigger1 = AnimElem = 4
X = 16

;**************************************************
[State 202, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -20*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 202, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,200,100)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 202, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 202, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,8,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 202, 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) = 202
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 202, 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) = 202
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
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 202, 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) = 202
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 202, 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) = 202
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 202, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 6010
Name = "Effect"
Pos = 0,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = .75

;**************************************************
[State 202, 扏偒偮偗僄僼僃僋僩]
Type = Helper
Trigger1 = !NumHelper(6120)
Trigger1 = MoveHit = 1
StateNo = 6120
ID = 6120
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 202, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s0,6

;**************************************************
[State 202, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 4
Attr              = S, NA
Damage            = Ceil(70*(1+(var(3)>1)*.33))
GetPower          = Ceil(200*var(2)/1000.0),Ceil(100*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = M
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   = -12.5,-4
Air.Velocity      = -12,-4
AirGuard.Velocity = -8,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
P2Facing = 1
ID = 202

;**************************************************
[State 202, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = MoveHit = 1
Value = 10002+(fvar(27)>=100)*100
ID = 202
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 202, 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
;丂棫偪懪寕丂墦
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 205]
Type     = S
MoveType = A
Physics  = N
Anim     = 205
Ctrl     = 0

[State 205, 堏摦懍搙]
Type = VelSet
Trigger1 = AnimElem = 3
X = 5.6

[State 205, 幉埵抲堏摦]
Type = PosAdd
Trigger1 = AnimElem = 4
X = 16

;**************************************************
[State 205, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -8*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 205, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,200,100)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 205, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,8,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 205, 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) = 205
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 205, 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) = 205
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
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 205, 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) = 205
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 205, 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) = 205
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 205, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 6010
Name = "Effect"
Pos = 0,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = .75

;**************************************************
[State 205, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s0,5

;**************************************************
[State 205, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 4
Attr              = S, NA
Damage            = Ceil(60*(1+(var(3)>1)*.33))
GetPower          = Ceil(200*var(2)/1000.0),Ceil(100*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = M
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   = -5-(var(3)>1)*9,0
Air.Velocity      = -5-(var(3)>1)*2,-3-(var(3)>1)*2
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
ID = 205

;**************************************************
[State 205, 憡庤僗僥乕僩曄峏-1]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (Target,StateType != A)
Trigger1 = (MoveHit = 1) && (var(3) > 1)
Value = 10025
ID = 205
IgnoreHitPause = 1
Persistent = 10

[State 205, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 205
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 205, 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
;丂棫偪仺懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 206]
Type     = S
MoveType = A
Physics  = N
Anim     = 206
Ctrl     = 0

[State 206, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((!var(59)) && (var(4) = 1) && (AnimElem = 2,<6) && (Command != "holda"))
Trigger2 = (var(59)) && (Time = 1)
Trigger2 = (P2StateNo != [120,155]) || ((P2StateNo = [120,155])&&(Random < 500))
var(4) = IfElse(Time=0,1,0)

[State 206, 曄悢]
Type = VarSet
Trigger1 = !MoveContact
var(5) = P2StateNo
IgnoreHitPause = 1

[State 206, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 206, 曄悢]
Type = VarSet
Trigger1 = NumTarget
Trigger1 = (var(4)) && (var(5) = 131)
Trigger1 = MoveHit = 1
var(6) = 1
IgnoreHitPause = 1
Persistent = 0

[State 206, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 2,=6)
Value = 206
Elem = 3

;**************************************************
[State 206, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = (-10+var(4)*5)*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 206, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,IfElse(var(6),100,200),100)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 206, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 206, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,700,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 206, 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) = 206
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 206, 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) = 206
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 = .5
Size.YScale = .5

;**************************************************
[State 206, 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) = 206
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 206, 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) = 206
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 206, 夋柺怳摦]
Type = EnvShake
Trigger1 = AnimElem = 5
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

;**************************************************
[State 206, 扏偒偮偗僄僼僃僋僩]
Type = Helper
Trigger1 = !NumHelper(6120)
Trigger1 = MoveHit = 1
StateNo = 6120
ID = 6120
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 206, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2,=6
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = -24,-57
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 206, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 6011
ID = 6011
Name = "Effect"
Pos = -24,-57
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 206, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2,=6
Value = s0,7

[State 206, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s0,6
Persistent = 0

;**************************************************
[State 206, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 5
Attr              = S, NA
Damage            = 0
GetPower          = Ceil(200*var(2)/1000.0),Ceil(100*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
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+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -7.5-(var(4)*3)-(var(3)>1)*8.5,-5
Air.Velocity      = -7.5-(var(4)*3)-(var(3)>1)*8.5,-5-(var(3)>1)*2
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
P2Facing = 1
ID = 206
Persistent = 0

;**************************************************
[State 206, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor((-75-var(4)*25)*(1+(var(3)>1)*.33)*fvar(39)/100.0)
IgnoreHitPause = 1
Persistent = 12

[State 206, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = 10000+var(4)*2
ID = 206
IgnoreHitPause = 1
Persistent = 10

[State 206, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (var(6) = 1)
Value = 10020
ID = 206
IgnoreHitPause = 1
Persistent = 10

[State 206, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10100+var(4)*2
ID = 206
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 206, 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
;丂僟僢僔儏懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 210]
Type     = S
MoveType = A
Physics  = N
Anim     = 210
Ctrl     = 0

[State 210, 堏摦懍搙]
Type = VelSet
Trigger1 = AnimElem = 3,<0
X = 5.2

;**************************************************
[State 210, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -10*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 210, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,150,75)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 210, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 210, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,2,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 210, 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) = 210
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 210, 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) = 210
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
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 = .5
Size.YScale = .5

;**************************************************
[State 210, 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) = 210
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 210, 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) = 210
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 210, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s0,5

;**************************************************
[State 210, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 3
Attr              = S, NA
Damage            = Ceil(40*(1+(var(3)>1)*.33))
GetPower          = Ceil(150*var(2)/1000.0),Ceil(75*var(2)/1000.0)
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = M
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+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -5-(var(3)>1)*2.5
Air.Velocity      = -5-(var(3)>1)*2.5,-4-(var(3)>1)*2
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
P2Facing = 1
ID = 210

;**************************************************
[State 210, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 210
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 210, 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
;丂僟僢僔儏庛幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 211]
Type     = S
MoveType = A
Physics  = N
Anim     = 211
Ctrl     = 0

[State 211, 堏摦懍搙]
Type = VelSet
Trigger1 = AnimElem = 4,<0
X = 5.2

;**************************************************
[State 211, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -15*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 211, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,200,50)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 211, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 211, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,8,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 211, 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) = 211
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 211, 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) = 211
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
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 211, 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) = 6
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 211, 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) = 6
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 211, 扏偒偮偗僄僼僃僋僩]
Type = Helper
Trigger1 = !NumHelper(6120)
Trigger1 = MoveHit = 1
StateNo = 6120
ID = 6120
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 205, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 6010
Name = "Effect"
Pos = 0,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = .75

;**************************************************
[State 211, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s0,6

;**************************************************
[State 211, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 4
Attr              = S, NA
Damage            = Ceil(60*(1+(var(3)>1)*.33))
GetPower          = Ceil(200*var(2)/1000.0),Ceil(100*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
Priority          = 4,Hit
PauseTime         = 10,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = s0,5
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -6.5-(var(3)>1)*3,-5-(var(3)>1)*2
Air.Velocity      = -6.5-(var(3)>1)*3,-5-(var(3)>1)*2
AirGuard.Velocity = -6,-2
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
ID = 211

;**************************************************
[State 211, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = MoveHit = 1
Value = 10000+(fvar(27)>=100)*100
ID = 211
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 211, 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
;丂僟僢僔儏嫮幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 212]
Type     = S
MoveType = A
Physics  = N
Anim     = 212
Ctrl     = 0

[State 212, 堏摦懍搙]
Type = VelSet
Trigger1 = AnimElem = 4,<0
X = 5.2

;**************************************************
[State 212, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -15*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 212, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,200,100)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 212, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 212, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,4,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 212, 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) = 212
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 212, 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) = 212
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = .5
Size.YScale = .5

;**************************************************
[State 212, 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) = 212
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 212, 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) = 212
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 205, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6013
ID = 6013
Name = "Effect"
Pos = 33,-41
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = 2

;**************************************************
[State 212, 扏偒偮偗僄僼僃僋僩]
Type = Helper
Trigger1 = !NumHelper(6121)
Trigger1 = MoveHit = 1
StateNo = 6120
ID = 6120
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 212, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s0,6

;**************************************************
[State 212, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 3
Attr              = S, NA
Damage            = Ceil(75*(1+(var(3)>1)*.33))
GetPower          = Ceil(200*var(2)/1000.0),Ceil(100*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
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+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -6-(var(3)>1)*2,-4-(var(3)>1)*2
Air.Velocity      = -6-(var(3)>1)*2,-4-(var(3)>1)*2
AirGuard.Velocity = -4,-2
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((45*(1+(var(3)>1)*.5))*(var(2)/1000.0))
ID = 212

;**************************************************
[State 212, 憡庤僗僥乕僩曄峏-1]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = MoveHit = 1
Value = 10000+(fvar(27)>=100)*100
ID = 212
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 212, 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
;丂棫偪庛幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 250]
Type     = S
MoveType = A
Physics  = N
Anim     = 250
Ctrl     = 0
VelSet   = 0

[State 250, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((!var(59))*(var(4) = 1)*(AnimElem = 2,<5)*(Command != "holdb"))
Trigger2 = ((var(59))*(AnimElem = 2,=4))*((P2MoveType = H)+(P2BodyDist X < 200))
var(4) = IfElse(Time=0,1,0)

[State 250, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 2,=5)
Value = 250
Elem = 3

[State 250, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 250) && (AnimElem = 4)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 250, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 250) && (AnimElem = 4)
fvar(38) = (50*fvar(29))*var(2)/1000.
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 250, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2,=5
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = 22,-56
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 250, 抏]
Type = Helper
Trigger1 = (Anim = 250)*(AnimElem = 4)
StateNo = 2000
ID = 2000
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 250, 抏]
Type = Helper
Trigger1 = (Anim = 250)*(AnimElem = 4)
StateNo = 2000
ID = 2001
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 250, 抏]
Type = Helper
Trigger1 = (var(4))*(Anim = 250)*(AnimElem = 4)
StateNo = 2000
ID = 2002
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 250, 抏]
Type = Helper
Trigger1 = (var(4))*(Anim = 250)*(AnimElem = 4)
StateNo = 2000
ID = 2003
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 250, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2,=5
Value = s0,7

[State 250, 壒]
Type = PlaySnd
Trigger1 = (Anim = 250) && (AnimElem = 4)
Value = s10,25
Channel = 1

;**************************************************
[State 250, 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
;丂棫偪仺庛幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 251]
Type     = S
MoveType = A
Physics  = N
Anim     = 251
Ctrl     = 0
VelSet   = 0

[State 251, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 60
Value = 252

[State 251, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 251) && (AnimElem = 3)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 251, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 251) && (AnimElem = 3)
fvar(38) = (50*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 251, 抏]
Type = Helper
Trigger1 = (Anim = 251) && (AnimElem = 3)
StateNo = 2001
ID = 2001
Name = "Bullet"
Pos = 31,-42
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 251, 壒]
Type = PlaySnd
Trigger1 = (Anim = 251) && (AnimElem = 3)
Value = s10,0
Channel = 1

;**************************************************
[State 251, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 252) && (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
;丂棫偪嫮幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 255]
Type     = S
MoveType = A
Physics  = N
Anim     = 255
Ctrl     = 0
VelSet   = 0

[State 255, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((var(4) = 1) && (AnimElem = 2,<5) && (Command != "holdc"))
Trigger2 = (var(59)) && (Time = 1)
var(4) = IfElse(Time=0,1,0)

[State 255, 曄悢]
Type = VarAdd
Trigger1 = (Time = 0) || (Time = [15+var(4)*20,20+var(4)*28])
var(5) = IfElse(Time=0,-var(5),1)
Persistent = 2

[State 255, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 2,=5)
Value = 255
Elem = 3

[State 255, 曄悢憹尭]
Type = VarAdd
Trigger1 = AnimElem = 4
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 255, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = AnimElem = 4
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 255, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2,=5
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = 4,-26
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 255, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [14+var(4)*20,20+var(4)*28])
StateNo = 2006
ID = 2005+var(5)
Name = "Effect"
Pos = -20+Random%6,-88+Random%6
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .5
Size.YScale = .5

[State 255, 抏]
Type = Helper
Trigger1 = (Time = [14+var(4)*20,20+var(4)*28])
StateNo = 2005
ID = 2005+var(5)
Name = "Bullet"
Pos = -20+Random%6,-78+Random%6
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 255, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2,=5
Value = s0,7

[State 255, 壒]
Type = PlaySnd
Trigger1 = (Time = [14+var(4)*20,20+var(4)*28])
Value = s10,1
Channel = 1
Persistent = 2

;**************************************************
[State 255, 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
;丂棫偪仺嫮幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 260]
Type     = S
MoveType = A
Physics  = N
Anim     = 260
Ctrl     = 0
VelSet   = 0

[State 260, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((!var(59))*(var(4) = 1)*(AnimElem = 4,<3)*(Command != "holdc"))
Trigger2 = (var(59))*(AnimElem=4,=2)*(P2BodyDist X > 70)*(P2StateNo = [5000,5110])
var(4) = IfElse(Time=0,1,0)

[State 260, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 4,=3)
Value = 260
Elem = 5

[State 260, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 64+var(4)*20)
Value = 261

[State 260, 曄悢憹尭]
Type = VarAdd
Trigger1 = AnimElem = 6
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 260, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = AnimElem = 6
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 260, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 4,=3
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = 0,-56
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 260, 抏]
Type = Helper
Trigger1 = AnimElem = 6
StateNo = 2010
ID = 2010+var(4)
Name = "Bullet"
Pos = 60,-33
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .375+var(4)*.375
Size.YScale = .375+var(4)*.375

;**************************************************
[State 260, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 4,=3
Value = s0,7

[State 260, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s10,4
Channel = 1

;**************************************************
[State 260, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 261) && (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
;丂偟傖偑傒懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 400]
Type     = C
MoveType = A
Physics  = N
Anim     = 400
Ctrl     = 0

;**************************************************
[State 400, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -7*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 400, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,150,75)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 400, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,5,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 400, 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) = 400
StateNo = 6000
ID = IfElse(MoveHit,6006,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 400, 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) = 400
StateNo = 6000
ID = IfElse(MoveHit,6006,6025)
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 400, 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) = 400
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 400, 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) = 400
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 400, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6010
ID = 6011
Name = "Effect"
Pos = 0,-33
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = .75

;**************************************************
[State 400, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s0,5
Channel = 1

;**************************************************
[State 400, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 3
Attr              = C, NA
Damage            = Ceil(45*(1+(var(3)>1)*.33))
GetPower          = Ceil(150*var(2)/1000.0),Ceil(75*var(2)/1000.0)
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = L
Priority          = 4,Hit
PauseTime         = 10,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = Low
Air.Type          = Low
Ground.SlideTime  = 7
Ground.HitTime    = 18+(var(3)>1)*6
Air.HitTime       = 18+(var(3)>1)*6
Ground.Velocity   = -4-(var(3)>1)*1.5
Air.Velocity      = -4-(var(3)>1)*2,-3
AirGuard.Velocity = -4,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(33*(1+(var(3)>1)*.5)*(var(2)/1000.0))
ID = 400

;**************************************************
[State 400, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 400
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 400, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
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
;丂偟傖偑傒仺懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 410]
Type     = C
MoveType = A
Physics  = N
Anim     = 410
Ctrl     = 0

[State 410, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((!var(59)) && (var(4) = 1) && (AnimElem = 2,<4) && (Command != "holda"))
Trigger2 = (var(59)) && (Time = 1)
Trigger2 = (P2StateNo != [120,155]) || ((P2StateNo = [120,155])&&(Random < 500))
var(4) = IfElse(Time=0,1,0)

[State 410, 曄悢]
Type = VarSet
Trigger1 = !MoveContact
var(5) = P2StateNo
IgnoreHitPause = 1

[State 410, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 410, 曄悢]
Type = VarSet
Trigger1 = NumTarget
Trigger1 = (var(4)) && (var(5) = 130)
Trigger1 = MoveHit = 1
var(6) = 1
IgnoreHitPause = 1
Persistent = 0

[State 410, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 2,=4)
Value = 410
Elem = 3

;**************************************************
[State 410, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = (-10+var(4)*5)*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 410, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,IfElse(var(6),100,200),100)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 410, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 410, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,700,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 410, 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) = 410
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 410, 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) = 410
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 = .5
Size.YScale = .5

;**************************************************
[State 410, 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) = 410
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 410, 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) = 410
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 410, 夋柺怳摦]
Type = EnvShake
Trigger1 = AnimElem = 3
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

;**************************************************
[State 410, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2,=4
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = -22,-33
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 410, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 6011
ID = 6012
Name = "Effect"
Pos = -22,-33
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 410, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2,=4
Value = s0,7

[State 410, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s0,6

;**************************************************
[State 410, 僸僢僩掕媊]
Type = HitDef
Trigger1 = AnimElem = 3,=1
Attr              = C, NA
Damage            = 0
GetPower          = Ceil(200*var(2)/1000.0),Ceil(100*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = L
Priority          = 4,Hit
PauseTime         = 10,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = Low
Air.Type          = Low
Ground.SlideTime  = 7
Ground.HitTime    = 24+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -3-var(4)*4-(var(3)>1)*6,-3
Guard.Velocity    = -6
Air.Velocity      = -3-(var(3)>1)*1.5,-3
AirGuard.Velocity = -3,-2
Fall = 1
Fall.Recover = IfElse(var(3)>1,0,1)
Fall.RecoverTime = Ceil(50*(1+(var(3)>1)*.5)*(var(2)/1000.0))
ID = 410

;**************************************************
[State 410, 憡庤儔僀僼憹尭]
Type = TargetLifeAdd
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor((-75-var(4)*25)*(1+(var(3)>1)*.33)*fvar(39)/100.0)
IgnoreHitPause = 1
Persistent = 12

[State 410, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (var(6) = 1)
Value = 10020
ID = 410
IgnoreHitPause = 1
Persistent = 10

[State 410, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 410
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 410, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
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
;丂偟傖偑傒庛幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 450]
Type     = C
MoveType = A
Physics  = N
Anim     = 450
Ctrl     = 0
VelSet   = 0

[State 450, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((!var(59))*(var(4) = 1)*(AnimElem = 2,<5)*(Command != "holdb"))
Trigger2 = ((var(59))*(AnimElem = 2,=4))*((P2MoveType = H)+(P2BodyDist X < 200))
var(4) = IfElse(Time=0,1,0)

[State 450, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 2,=5)
Value = 450
Elem = 3

[State 450, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 450) && (AnimElem = 4)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 450, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 450) && (AnimElem = 4)
fvar(38) = (50*fvar(29))*var(2)/1000.
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 450, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2,=5
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = 19,-28
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 450, 抏]
Type = Helper
Trigger1 = (Anim = 450)*(AnimElem = 4)
StateNo = 2000
ID = 2010
Name = "Bullet"
Pos = 22,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 450, 抏]
Type = Helper
Trigger1 = (Anim = 450)*(AnimElem = 4)
StateNo = 2000
ID = 2011
Name = "Bullet"
Pos = 22,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 450, 抏]
Type = Helper
Trigger1 = (var(4))*(Anim = 450)*(AnimElem = 4)
StateNo = 2000
ID = 2012
Name = "Bullet"
Pos = 22,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 450, 抏]
Type = Helper
Trigger1 = (var(4))*(Anim = 450)*(AnimElem = 4)
StateNo = 2000
ID = 2013
Name = "Bullet"
Pos = 22,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 450, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2,=5
Value = s0,7

[State 450, 壒]
Type = PlaySnd
Trigger1 = (Anim = 450) && (AnimElem = 4)
Value = s10,25
Channel = 1

;**************************************************
[State 450, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
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
;丂偟傖偑傒仺庛幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 451]
Type     = C
MoveType = A
Physics  = N
Anim     = 451
Ctrl     = 0
VelSet   = 0

[State 451, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 451) && (AnimElem = 3)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 451, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 451) && (AnimElem = 3)
fvar(38) = (50*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 451, 抏]
Type = Helper
Trigger1 = (Anim = 451) && (AnimElem = 3)
StateNo = 2001
ID = 2001
Name = "Bullet"
Pos = 55,-29
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 451, 壒]
Type = PlaySnd
Trigger1 = (Anim = 451) && (AnimElem = 3)
Value = s10,0
Channel = 1

;**************************************************
[State 451, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
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
;丂偟傖偑傒嫮幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 455]
Type     = C
MoveType = A
Physics  = N
Anim     = 455
Ctrl     = 0
VelSet   = 0

[State 455, 曄悢憹尭]
Type = VarAdd
Trigger1 = AnimElem = 4
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 455, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = AnimElem = 4
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 455, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 2006
ID = 2016
Name = "Effect"
Pos = 15+Floor(40*Cos(40*(Pi/180))),-25+Floor(-40*Sin(40*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 2006
ID = 2017
Name = "Effect"
Pos = 15+Floor(40*Cos(50*(Pi/180))),-25+Floor(-40*Sin(50*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 2006
ID = 2018
Name = "Effect"
Pos = 15+Floor(40*Cos(60*(Pi/180))),-25+Floor(-40*Sin(60*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 2006
ID = 2019
Name = "Effect"
Pos = 15+Floor(40*Cos(70*(Pi/180))),-25+Floor(-40*Sin(70*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 2006
ID = 2020
Name = "Effect"
Pos = 15+Floor(40*Cos(80*(Pi/180))),-25+Floor(-40*Sin(80*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 455, 抏]
Type = Helper
Trigger1 = Time = 20
StateNo = 2005
ID = 2020
Name = "Bullet"
Pos = 15+Floor(40*Cos(40*(Pi/180))),-25+Floor(-40*Sin(40*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 抏]
Type = Helper
Trigger1 = Time = 20
StateNo = 2005
ID = 2021
Name = "Bullet"
Pos = 15+Floor(40*Cos(50*(Pi/180))),-25+Floor(-40*Sin(50*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 抏]
Type = Helper
Trigger1 = Time = 20
StateNo = 2005
ID = 2022
Name = "Bullet"
Pos = 15+Floor(40*Cos(60*(Pi/180))),-25+Floor(-40*Sin(60*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 抏]
Type = Helper
Trigger1 = Time = 20
StateNo = 2005
ID = 2023
Name = "Bullet"
Pos = 15+Floor(40*Cos(70*(Pi/180))),-25+Floor(-40*Sin(70*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 455, 抏]
Type = Helper
Trigger1 = Time = 20
StateNo = 2005
ID = 2024
Name = "Bullet"
Pos = 15+Floor(40*Cos(80*(Pi/180))),-25+Floor(-40*Sin(80*(Pi/180)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 455, 壒]
Type = PlaySnd
Trigger1 = Time = 20
Value = s10,1
Channel = 1
Persistent = 2

;**************************************************
[State 455, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
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
;丂嬻丂懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 600]
Type     = A
MoveType = A
Physics  = A
Anim     = 600
Ctrl     = 0

[State 600, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 600) && (AnimTime = 0)
Value = 41
Elem = 7

[State 600, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

;**************************************************
[State 600, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -8*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 600, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,150,37.5)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 600, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,5,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 600, 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) = 600
StateNo = 6000
ID = IfElse(MoveHit,6006,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 600, 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) = 600
StateNo = 6000
ID = IfElse(MoveHit,6006,6025)
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 600, 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) = 600
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 600, 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) = 600
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 600, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 6010
Name = "Effect"
Pos = 0,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = .75

;**************************************************
[State 600, 壒]
Type = PlaySnd
Trigger1 = (Anim = 600) && (AnimElem = 4)
Value = s0,5

;**************************************************
[State 600, 僸僢僩掕媊]
Type = HitDef
Trigger1 = (Anim = 600) && (AnimElem = 4)
Attr              = A, NA
Damage            = Ceil(50*(1+(var(3)>1)*.33))
GetPower          = Ceil(150*var(2)/1000.0),Ceil(37.5*var(2)/1000.0)
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = HA
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    = 18+(var(3)>1)*6
Air.HitTime       = 18+(var(3)>1)*6
Ground.Velocity   = -5.5-(var(3)>1)*2.5,0
Air.Velocity      = -5-(var(3)>1)*2.5,-3-(var(3)>1)*1.5
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(45*(1+(var(3)>1)*.5)*(var(2)/1000.0))
ID = 600

;**************************************************
[State 600, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 600
IgnoreHitPause = 1
Persistent = 10

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂嬻丂仺懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 610]
Type     = A
MoveType = A
Physics  = A
Anim     = 610
Ctrl     = 0

[State 610, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 610) && (AnimTime = 0)
Value = 41
Elem = 7

[State 610, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

[State 610, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 610) && (AnimElem = 5)
X = -3.8
Y = -3.5

;**************************************************
[State 610, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -10*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 610, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,200,50)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 610, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 610, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 610, 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) = 610
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 610, 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) = 610
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = .5
Size.YScale = .5

;**************************************************
[State 610, 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) = 610
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 610, 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) = 610
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 610, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 6011
ID = 6013
Name = "Effect"
Pos = -20,-57
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 610, 扏偒偮偗僄僼僃僋僩]
Type = Helper
Trigger1 = !NumHelper(6120)
Trigger1 = MoveHit = 1
StateNo = 6120
ID = 6120
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 610, 壒]
Type = PlaySnd
Trigger1 = (Anim = 610) && (AnimElem = 5)
Value = s0,6

;**************************************************
[State 610, 僸僢僩掕媊]
Type = HitDef
Trigger1 = (Anim = 610) && (AnimElem = 5,=1)
Attr              = A, NA
Damage            = Ceil(80*(1+(var(3)>1)*.33))
GetPower          = Ceil(200*var(2)/1000.0),Ceil(50*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
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+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -8-(var(3)>1)*4,-4
Air.Velocity      = -8-(var(3)>1)*4,-4-(var(3)>1)*2
AirGuard.Velocity = -6,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(45*(1+(var(3)>1)*.5)*(var(2)/1000.0))
ID = 610

;**************************************************
[State 610, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = MoveHit = 1
Value = 10000+(fvar(27)>=100)*100
ID = 610
IgnoreHitPause = 1
Persistent = 10

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂嬻丂伀懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 620]
Type     = A
MoveType = A
Physics  = A
Anim     = 620
Ctrl     = 0

[State 620, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 620) && (AnimTime = 0)
Value = 41
Elem = 7

[State 620, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

[State 620, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 620) && (AnimElem = 5)
X = -2.3
Y = -5

;**************************************************
[State 620, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -10*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 10

[State 620, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,200,50)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 10

[State 620, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 40
IgnoreHitPause = 1
Persistent = 10

[State 620, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 620, 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) = 620
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 620, 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) = 620
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = .5
Size.YScale = .5

;**************************************************
[State 620, 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) = 620
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 620, 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) = 620
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 620, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 6011
ID = 6014
Name = "Effect"
Pos = -20,-57
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 620, 扏偒偮偗僄僼僃僋僩]
Type = Helper
Trigger1 = !NumHelper(6121)
Trigger1 = MoveHit = 1
StateNo = 6120
ID = 6121
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 620, 壒]
Type = PlaySnd
Trigger1 = (Anim = 620) && (AnimElem = 5)
Value = s0,6

;**************************************************
[State 620, 僸僢僩掕媊]
Type = HitDef
Trigger1 = (Anim = 620) && (AnimElem = 5,=1)
Attr              = A, NA
Damage            = Ceil(85*(1+(var(3)>1)*.33))
GetPower          = Ceil(150*var(2)/1000.0),Ceil(37.5*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
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+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -4-(var(3)>1)*4,4
Air.Velocity      = -4-(var(3)>1)*2,4+(var(3)>1)*2
AirGuard.Velocity = -4,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(45*(1+(var(3)>1)*.5)*(var(2)/1000.0))
ID = 620

;**************************************************
[State 620, 憡庤僗僥乕僩曄峏]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = MoveHit = 1
Value = 10005+(fvar(27)>=100)*100
ID = 620
IgnoreHitPause = 1
Persistent = 10

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂嬻丂忋懪寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 630]
Type     = A
MoveType = A
Physics  = A
Anim     = 630
Ctrl     = 0

[State 630, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 630) && (AnimTime = 0)
Value = 41
Elem = 8

[State 630, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

[State 630, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = 630) && (AnimElem = 3)
X = .8
Y = -7.6

[State 630, 堏摦懍搙]
Type = VelAdd
Trigger1 = (Anim = 630) && (AnimElem = 4,>=0)
Trigger2 = (Anim = 41)
Y = .05

;**************************************************
[State 630, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -3*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 6

[State 630, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,100,25)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 6

[State 630, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 8
IgnoreHitPause = 1
Persistent = 6

[State 630, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 6

;**************************************************
[State 630, 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) = 630
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 630, 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) = 630
StateNo = 6000
ID = IfElse(MoveHit,6003,6025)
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 = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 630, 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) = 630
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 = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 630, 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) = 630
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 = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 630, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6014
ID = 630
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 630, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6015
ID = 630
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 630, 壒]
Type = PlaySnd
Trigger1 = (Anim = 630) && (AnimElem = 3)
Value = s0,6

;**************************************************
[State 630, 僸僢僩掕媊]
Type = HitDef
Trigger1 = (Anim = 630) && ((AnimElem = 3,>=0) && (AnimElem = 4,<0))
Attr              = A, NA
Damage            = Ceil(30*(1+(var(3)>1)*.33))
GetPower          = Ceil(150*var(2)/1000.0),Ceil(37.5*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
Priority          = 4,Hit
PauseTime         = 6,5
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24+(var(3)>1)*6
Air.HitTime       = 24+(var(3)>1)*6
Ground.Velocity   = -5,0
Air.Velocity      = -4,-4
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(45*(1+(var(3)>1)*.5)*(var(2)/1000.0))
ID = 630
Persistent = 3

;**************************************************
[State 630, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 630
IgnoreHitPause = 1
Persistent = 10

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂嬻丂庛幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 650]
Type     = A
MoveType = A
Physics  = N
Anim     = 650
Ctrl     = 0

[State 650, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 650) && (AnimTime = 0)
Value = 41
Elem = 6

[State 650, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((!var(59))*(var(4) = 1)*(AnimElem = 2,<5)*(Command != "holdb"))
Trigger2 = ((var(59))*(AnimElem = 2,=4))*((P2MoveType = H)+(P2BodyDist X < 200))
var(4) = IfElse(Time=0,1,0)

[State 650, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)*(!var(59))
var(6) = (Command="holddown")

[State 650, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)*(var(59))
var(6) = P2Dist Y > 50+(P2BodyDist X)*.5

[State 650, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 2,=5)
Value = 650
Elem = 3

[State 650, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = (Vel X)/6.
Y = (Vel Y)/6.

[State 650, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 650) && (AnimElem = 4)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 650, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 650) && (AnimElem = 4)
fvar(38) = (50*fvar(29))*var(2)/1000.
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 650, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 650)*(AnimElem = 2,=5)
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = 22,-56
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 650, 抏]
Type = Helper
Trigger1 = (Anim = 650)*(AnimElem = 4)
StateNo = 2000
ID = 2000+var(6)*20
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 650, 抏]
Type = Helper
Trigger1 = (Anim = 650)*(AnimElem = 4)
StateNo = 2000
ID = 2001+var(6)*20
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 650, 抏]
Type = Helper
Trigger1 = (var(4))*(Anim = 650)*(AnimElem = 4)
StateNo = 2000
ID = 2002+var(6)*20
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 650, 抏]
Type = Helper
Trigger1 = (var(4))*(Anim = 650)*(AnimElem = 4)
StateNo = 2000
ID = 2003+var(6)*20
Name = "Bullet"
Pos = 22,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 650, 廳椡]
Type = Gravity
Trigger1 = (Anim = 41)

[State 650, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

;**************************************************
[State 650, 壒]
Type = PlaySnd
Trigger1 = (Anim = 650)*(AnimElem = 2,=5)
Value = s0,7

[State 650, 壒]
Type = PlaySnd
Trigger1 = (Anim = 650) && (AnimElem = 4)
Value = s10,25
Channel = 1

;**************************************************
[State 650, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52
Ctrl = 0

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂嬻丂仺庛幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 651]
Type     = A
MoveType = A
Physics  = N
Anim     = 651
Ctrl     = 0

[State 651, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 652) && (AnimTime = 0)
Value = 41
Elem = 6

[State 651, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 60
Value = 652

[State 651, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = (Vel X)/6.0
Y = (Vel Y)/6.0

[State 651, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 651) && (AnimElem = 3)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 651, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 651) && (AnimElem = 3)
fvar(38) = (50*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 651, 廳椡]
Type = Gravity
Trigger1 = (Anim = 651)*(AnimElem = 15,>=0)+(Anim = 652)
Trigger2 = (Anim = 41)

[State 651, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

;**************************************************
[State 651, 抏]
Type = Helper
Trigger1 = (Anim = 651) && (AnimElem = 3)
StateNo = 2001
ID = 2001
Name = "Bullet"
Pos = 31,-42
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 651, 壒]
Type = PlaySnd
Trigger1 = (Anim = 651) && (AnimElem = 3)
Value = s10,0
Channel = 1

;**************************************************
[State 651, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52
Ctrl = 0

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂嬻丂嫮幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 655]
Type     = A
MoveType = A
Physics  = N
Anim     = 655
Ctrl     = 0

[State 655, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 655) && (AnimTime = 0)
Value = 41
Elem = 6

[State 655, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = (Vel X)/6.0
Y = (Vel Y)/5.0

[State 655, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((var(4) = 1) && (Anim = 655) && (AnimElem = 2,<5) && (Command != "holdc"))
Trigger2 = (var(59)) && (Time = 1)
var(4) = IfElse(Time=0,1,0)

[State 655, 曄悢]
Type = VarAdd
Trigger1 = (Time = 0) || (Time = [15+var(4)*20,23+var(4)*28])
var(5) = IfElse(Time=0,-var(5),1)
Persistent = 2

[State 655, 傾僯儊]
Type = ChangeAnim
Trigger1 = ((var(4) = 0) && (Anim = 655) && (AnimElem = 2,=5))
Value = 655
Elem = 3

[State 655, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 655) && (AnimElem = 4)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 655, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 655) && (AnimElem = 4)
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 655, 廳椡]
Type = Gravity
Trigger1 = Anim = 41

[State 655, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

;**************************************************
[State 655, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 655) && (AnimElem = 2,=5)
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = 4,-26
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 655, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = [14+var(4)*20,20+var(4)*28])
StateNo = 2006
ID = 2006
Name = "Effect"
Pos = -20+Random%6,-88+Random%6
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .5
Size.YScale = .5

[State 655, 抏]
Type = Helper
Trigger1 = (Time = [14+var(4)*20,20+var(4)*28])
StateNo = 2005
ID = 2005+var(5)
Name = "Bullet"
Pos = -20+Random%6,-78+Random%6
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 655, 壒]
Type = PlaySnd
Trigger1 = (Anim = 655) && (AnimElem = 2,=5)
Value = s0,7

[State 655, 壒]
Type = PlaySnd
Trigger1 = (Time = [14+var(4)*20,20+var(4)*28])
Value = s10,1
Channel = 1
Persistent = 2

;**************************************************
[State 655, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52
Ctrl = 0

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂嬻丂仺嫮幩寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 660]
Type     = A
MoveType = A
Physics  = N
Anim     = 660
Ctrl     = 0

[State 660, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 661) && (AnimTime = 0)
Value = 41
Elem = 6

[State 660, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = (Vel X)/6.0
Y = (Vel Y)/5.0

[State 660, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || ((var(4) = 1) && (Anim = 660) && (AnimElem = 4,<3) && (Command != "holdc"))
Trigger2 = (var(59)) && (Time = 1)
var(4) = IfElse(Time=0,1,0)

[State 660, 傾僯儊]
Type = ChangeAnim
Trigger1 = ((var(4) = 0) &&  (Anim = 660) && (AnimElem = 4,=3))
Value = 660
Elem = 5

[State 660, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 64+var(4)*20)
Value = 661

[State 660, 曄悢憹尭]
Type = VarAdd
Trigger1 = ((Anim = 660) && (AnimElem = 6))
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 660, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = ((Anim = 660) && (AnimElem = 6))
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 660, 廳椡]
Type = Gravity
Trigger1 = (Anim = 661) || (Anim = 41)

[State 660, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Anim = 41
Value = 1

;**************************************************
[State 660, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 660) && (AnimElem = 4,=3)
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = 0,-56
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 660, 抏]
Type = Helper
Trigger1 = (Anim = 660) && (AnimElem = 6)
StateNo = 2010
ID = 2010+var(4)
Name = "Bullet"
Pos = 60,-33
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .375+var(4)*.375
Size.YScale = .375+var(4)*.375

;**************************************************
[State 660, 壒]
Type = PlaySnd
Trigger1 = (Anim = 660) && (AnimElem = 4,=3)
Value = s0,7

[State 660, 壒]
Type = PlaySnd
Trigger1 = (Anim = 660) && (AnimElem = 6)
Value = s10,4
Channel = 1

;**************************************************
[State 660, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52
Ctrl = 0

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂憡庤惂屼僗僥乕僩
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;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
;暻僶僂儞僪丂1
[Statedef 10000]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10000, 怳傝曉傞]
Type = Turn
Trigger1 = P2Dist X < 0

[State 10000, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10000, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = GetHitVar(XVel)*Facing
Y = GetHitVar(YVel)
Persistent = 0

[State 10000, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10000, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10000, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10000, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10000, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10000, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 1,1

;**************************************************
[State 10000, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = FrontEdgeBodyDist < 0 || BackEdgeBodyDist < 0
Value = 10001

;**************************************************
[State 10000, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;暻僶僂儞僪丂2
[Statedef 10001]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10001, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10001, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10001, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10001, 幉埵抲屌掕]
Type = PosFreeze
Trigger1 = Time < 4

[State 10001, 怳傝曉傞]
Type = Turn
Trigger1 = Time = 4

[State 10001, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 2.5
Y = -2

[State 10001, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 4
Y = GetHitVar(YAccel)

[State 10001, 夋柺怳摦]
Type = EnvShake
Trigger1 = Time = 0
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

;**************************************************
[State 10001, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Pos Y >= -20 && Vel Y > 0
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200

[State 10001, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

;**************************************************
[State 10001, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;暻夞揮僶僂儞僪丂1
[Statedef 10002]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10002, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10002, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = GetHitVar(XVel)*Facing
Y = GetHitVar(YVel)
Persistent = 0

[State 10002, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10002, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10002, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10002, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10002, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10002, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 1,1

;**************************************************
[State 10002, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = FrontEdgeBodyDist < 0 || BackEdgeBodyDist < 0
Value = 10003

;**************************************************
[State 10002, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;暻夞揮僶僂儞僪丂2
[Statedef 10003]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10003, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10003, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10003, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time > 3
Value = 10001

[State 10003, 幉埵抲屌掕]
Type = PosFreeze
Trigger1 = Time < 4

[State 10003, 怳傝曉傞]
Type = Turn
Trigger1 = Time = 4

[State 10003, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = (Time > 3) && (Pos Y < 0)
Value = Time*30

[State 10003, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 2
Y = -4

[State 10003, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 4
Y = GetHitVar(YAccel)*.5

[State 10003, 夋柺怳摦]
Type = EnvShake
Trigger1 = Time = 0
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

[State 10003, 偢傜偟偰昞帵]
Type = OffSet
Trigger1 = (Time > 3) && (Pos Y < 0)
Y = Const(Size.Mid.Pos.Y)

;**************************************************
[State 10003, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Pos Y >= -20 && Vel Y > 0
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200

[State 10003, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

;**************************************************
[State 10003, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;彴僶僂儞僪丂1
[Statedef 10005]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10005, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)
sysvar(1) = Floor(Pos Y)

[State 10005, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10005, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = GetHitVar(XVel)*Facing
Y = GetHitVar(YVel)
Persistent = 0

[State 10005, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10005, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10005, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10005, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10005, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

;**************************************************
[State 10005, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = Pos Y > 25
Value = 10006

;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
;彴僶僂儞僪丂2
[Statedef 10006]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10006, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Value = 5100

[State 10006, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time > 3
Value = 10001

[State 10006, 幉埵抲]
Type = PosSet
Trigger1 = Time = 0
Y = -1

[State 10006, 幉埵抲屌掕]
Type = PosFreeze
Trigger1 = Time < 4

[State 10006, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = (Time > 3) && (Pos Y < 0)
Value = Time*30

[State 10006, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = (Vel X)*.5
Y = -3+(sysvar(1)/200.)

[State 10006, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 4
Y = GetHitVar(YAccel)*.3

[State 10006, 夋柺怳摦]
Type = EnvShake
Trigger1 = Time = 0
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

[State 10006, 偢傜偟偰昞帵]
Type = OffSet
Trigger1 = (Time > 3) && (Pos Y < 0)
Y = Const(Size.Mid.Pos.Y)

;**************************************************
[State 10006, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Pos Y >= -20 && Vel Y > 0
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200

[State 10006, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

;**************************************************
[State 10006, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;夞揮悂偭旘傃
[Statedef 10007]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10007, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver ||Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10007, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver ||Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10007, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = (HitShakeOver) && (Anim = [5030,5035])
Value = 10001

[State 10007, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10007, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Y = 1
Persistent = 0

[State 10007, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10007, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = (HitShakeOver) && (Pos Y <= 0)
Value = Time*30

[State 10007, 偢傜偟偰昞帵]
Type = OffSet
Trigger1 = (HitShakeOver) && (Pos Y <= 0)
Y = Const(Size.Mid.Pos.Y)

;**************************************************
[State 10007, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Pos Y >= -20 && Vel Y > 0
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200

[State 10007, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

;**************************************************
[State 10007, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y > 0 && Vel Y > 0
Value = 5100

;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
;儃乕僟乕僋儔僢僔儏
[Statedef 10020]
Type     = S
MoveType = H
Physics  = S
VelSet   = 0,0

[State 10020, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = !Alive
Trigger2 = Pos Y != 0
Value = 5000

[State 10020, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)
sysvar(1) = GetHitVar(HitShakeTime)

;**************************************************
[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Kurogane"
TriggerAll = var(50) != 101
Trigger1 = Name = "Reimu_Hakurei"
Trigger2 = Name = "Yukari_Yakumo"
Trigger3 = Name = "Yuyuko_Saigyouji"
Trigger4 = Name = "Youmu_Konpaku"
Trigger5 = Name = "Patchouli_Knowledge"
fvar(5) = 0

[State 10020, 曄悢憹尭]
Type = VarAdd
TriggerAll = Time = 2
TriggerAll = AuthorName = "Kurogane"
TriggerAll = fvar(35) != 101
Trigger1 = Name = "Iku_Nagae"
Trigger2 = Name = "Flandre_Scarlet"
Trigger3 = Name = "Shinki"
fvar(37) = -1000

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Aotsuki"
Trigger1 = Name = "Suika_Ibuki"
Trigger2 = Name = "Sakuya_Izayoi"
Trigger3 = Name = "Aya_Syameimaru"
Trigger4 = Name = "Hong_Meirin"
fvar(4) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Nachel"
TriggerAll = var(41) = 0
Trigger1 = Name = "Remilia_Scarlet"
Trigger2 = Name = "Reimu_Hakurei"
var(40) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Toma"
Trigger1 = Name = "Patchouli"
Trigger2 = Name = "Marisa Kirisame"
fvar(15) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "rouge noir"
TriggerAll = var(22) = 0
Trigger1 = Name = "youmu_konpaku"
var(20) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "SUI"
TriggerAll = var(3) = 0
Trigger1 = Name = "Alice_Margatroid"
var(1) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "ibukah"
Trigger1 = Name = "Ibuki_Suika"
fvar(15) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Souki"
Trigger1 = Name = "Alice Margatroid"
Trigger2 = Name = "Yuyuko Saigyouji"
var(55) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Ina"
TriggerAll = var(20) = 0
Trigger1 = Name = "Ibuki_Suika"
fvar(0) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Daiya (Diamond)"
TriggerAll = var(11) = 0
Trigger1 = Name = "Yakumo Yukari"
var(10) = -2

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Daiya(Diamond)"
TriggerAll = var(5) = 0
Trigger1 = Name = "Yuyuko Saigyouji & Youmu Konpaku"
var(1) = 1000

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "kuri"
Trigger1 = Name = "Yuyu"
var(4) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "Shiroto"
Trigger1 = Name = "Yukari Yakumo"
fvar(10) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "nukenashi"
TriggerAll = fvar(2) = 0
Trigger1 = Name = "Sakuya Izayoi"
Trigger2 = Name = "Aya Syameimaru"
fvar(1) = 0

[State 10020, 曄悢]
Type = VarSet
TriggerAll = Time = 2
TriggerAll = AuthorName = "nukenashi"
TriggerAll = fvar(2) = 0
Trigger1 = Name = "Sakuya Izayoi"
Trigger2 = Name = "Aya Syameimaru"
fvar(2) = 1

;**************************************************
[State 10020, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = -8
Persistent = 0

[State 10020, Fall僼儔僌]
Type = HitFallSet
Trigger1 = Time = 0
Value = IfElse(Alive,0,1)

[State 10020, 偢傜偟偰昞帵]
Type = OffSet
TriggerAll = Anim != [5910,5911]
TriggerAll = Anim != [10100,10221]
Trigger1 = HitShakeOver
Trigger1 = Time < 56+sysvar(1)
X = 1
Persistent = 2

;**************************************************
;[State 10020, 憡庤傾僯儊]
;Type = ChangeAnim2
;TriggerAll = AuthorName = "Kurogane" && Name = "Reimu_Hakurei"
;Trigger1 = Time = 0
;Trigger2 = !HitShakeOver
;Value = 10100

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Toma" && Name = "Marisa Kirisame"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10110

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Aotsuki" && Name = "Sakuya_Izayoi"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10120

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "GATT" && Name = "Sakuya Izayoi"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10122

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "nukenashi" && Name = "Sakuya Izayoi"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10122

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "SUI" && Name = "Alice_Margatroid"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10130

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Souki" && Name = "Alice Margatroid"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10132

[State 10020, 憡庤傾僯儊]
Type  = ChangeAnim2
TriggerAll = AuthorName = "Toma" && Name = "Patchouli"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10140

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "rouge noir" && Name = "youmu_konpaku"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10150

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "kuri" && Name = "remilia"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10160

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Souki" && Name = "Yuyuko Saigyouji"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10170

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = Time = 0
TriggerAll = !HitShakeOver
Trigger1 = AuthorName = "kuri" && Name = "yuyu"
Trigger2 = AuthorName = "Daiya(Diamond)" && Name = "Yuyuko Saigyouji & Youmu Konpaku"
Value = 10172

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Daiya (Diamond)" && Name = "Yakumo Yukari"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10180

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Aotsuki" && Name = "Suika_Ibuki"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10190

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "ibukah" && Name = "Ibuki_Suika"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10192

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Daiya(Diamond)" && Name = "Hong Meirin"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10200

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Aotsuki" && Name = "Aya_Syameimaru"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10210

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "nukenashi" && Name = "Aya Syameimaru"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10212

[State 10020, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = Anim = [10100,10221]
Trigger1 = Time = 55+sysvar(1)
Value = Anim+1

;**************************************************
[State 10020, 傾僯儊]
Type = ChangeAnim
TriggerAll = Anim != [10100,10221]
TriggerAll = SelfAnimExist(5910)
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 5910

[State 10020, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim = 5910
Trigger1 = SelfAnimExist(5911)
Trigger1 = Time = 55+sysvar(1)
Value = 5911

[State 10020, 傾僯儊]
Type = ChangeAnim
TriggerAll = Anim != [10100,10221]
Trigger1 = !SelfAnimExist(5910)
Value = IfElse((GetHitVar(GroundType)=[0,1]),5002,5012)

;**************************************************
[State 10020, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Time = 60+sysvar(1)
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
;夞揮傗傜傟
[Statedef 10025]
Type     = S
MoveType = H
Physics  = N
VelSet   = 0,0
SprPriority = 0

[State 10025, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = !Alive
Trigger2 = Pos Y != 0
Value = 5000

[State 10025, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)
sysvar(1) = GetHitVar(HitShakeTime)

[State 10025, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0

[State 10025, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = GetHitVar(XVel)*Facing
Persistent = 0

[State 10025, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
Trigger1 = BackEdgeBodyDist < 1
X = (Vel X)*-1
Persistent = 0

[State 10025, 怳傝曉傞]
Type = Turn
Trigger1 = BackEdgeBodyDist < 1

[State 10025, Fall僼儔僌]
Type = HitFallSet
Trigger1 = Time = 0
Value = IfElse(Alive,0,1)

[State 10025, 偢傜偟偰昞帵]
Type = OffSet
TriggerAll = (Anim != 5003)
TriggerAll = (Anim != [5975,5976])
TriggerAll = Anim != [10300,10439]
Trigger1 = HitShakeOver
Trigger1 = Time < 34+sysvar(1)
X = 1
Persistent = 2

[State 10025, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = Time = 3+sysvar(1)
Physics = S

;**************************************************
;[State 10025, 憡庤傾僯儊]
;Type = ChangeAnim2
;TriggerAll = AuthorName = "Kurogane" && Name = "Reimu_Hakurei"
;Trigger1 = Time = 0
;Trigger2 = !HitShakeOver
;Value = 10300

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Toma" && Name = "Marisa Kirisame"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10310

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Aotsuki" && Name = "Sakuya_Izayoi"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10320

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "nukenashi" && Name = "Sakuya Izayoi"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10321

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "GATT" && Name = "Sakuya Izayoi"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10330

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "SUI" && Name = "Alice_Margatroid"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10340

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Souki" && Name = "Alice Margatroid"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10341

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "mikage" && Name = "Alice Margatroid"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10342

[State 10025, 憡庤傾僯儊]
Type  = ChangeAnim2
TriggerAll = AuthorName = "Toma" && Name = "Patchouli"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10350

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "rouge noir" && Name = "youmu_konpaku"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10360

;[State 10025, 憡庤傾僯儊]
;Type = ChangeAnim2
;TriggerAll = AuthorName = "Kurogane" && Name = "Youmu_Konpaku"
;Trigger1 = Time = 0
;Trigger2 = !HitShakeOver
;Value = 10370

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "kuri" && Name = "remilia"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10380

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Souki" && Name = "Yuyuko Saigyouji"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10390

;[State 10025, 憡庤傾僯儊]
;Type = ChangeAnim2
;TriggerAll = AuthorName = "Daiya (Diamond)" && Name = "Yakumo Yukari"
;Trigger1 = Time = 0
;Trigger2 = !HitShakeOver
;Value = 10400

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Aotsuki" && Name = "Suika_Ibuki"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10410

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "ibukah" && Name = "Ibuki_Suika"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10411

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "ina" && Name = "Ibuki_Suika"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10412

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "mikage" && Name = "Suika Ibuki"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10413

;[State 10025, 憡庤傾僯儊]
;Type = ChangeAnim2
;TriggerAll = AuthorName = "Daiya(Diamond)" && Name = "Hong Meirin"
;Trigger1 = Time = 0
;Trigger2 = !HitShakeOver
;Value = 10420

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "Aotsuki" && Name = "Aya_Syameimaru"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10430

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "mikage" && Name = "Aya Syameimaru"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10431

[State 10025, 憡庤傾僯儊]
Type = ChangeAnim2
TriggerAll = AuthorName = "nukenashi" && Name = "Aya Syameimaru"
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 10432

;**************************************************
[State 10025, 傾僯儊]
Type = ChangeAnim
TriggerAll = Anim != [10300,10439]
TriggerAll = SelfAnimExist(5975)
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 5975

[State 10025, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 24+sysvar(1) && Anim = 5975
Trigger1 = SelfAnimExist(5976)
Value = 5976

[State 10025, 傾僯儊]
Type = ChangeAnim
TriggerAll = (Anim != [10300,10439]) && (Anim != [5975,5976])
TriggerAll = SelfAnimExist(5003)
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 5003

[State 10025, 傾僯儊]
Type = ChangeAnim
TriggerAll = (Anim != [10300,10439]) && (Anim != [5975,5976]) && (Anim != 5003)
Trigger1 = Time < 24+sysvar(1)
Trigger1 = !SelfAnimExist(5975)
Value = IfElse((GetHitVar(GroundType)=[0,1]),5002,5012)

[State 10025, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 24+sysvar(1)) && (Anim = [5002,5012])
Trigger1 = SelfAnimExist(Anim+5)
Value = Anim+5

;**************************************************
[State 10025, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = (Anim != [10300,10439]) && (Time = 34+sysvar(1))
Trigger2 = (Anim = [10300,10439]) && (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
;gravity field丂憡庤1
[Statedef 10050]
Type     = L
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10050, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10050, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Y = 1
Persistent = 0

[State 10050, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10050, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10050, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10050, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10050, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10050, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10

;**************************************************
[State 10050, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = Pos Y > 25
Trigger2 = Pos Y = 0
Value = 10051

;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
;gravity field丂憡庤2
[Statedef 10051]
Type     = L
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10051, 堏摦懍搙]
Type = VelSet
Trigger1 = 1
Y = 0

[State 10051, 幉埵抲]
Type = PosSet
Trigger1 = 1
Y = 0

[State 10051, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Persistent = 0

[State 10051, 懍搙忔嶼]
Type = VelMul
Trigger1 = 1
X = .82

[State 10051, 堏摦懍搙]
Type = VelSet
Trigger1 = Abs(Vel X) < 2
X = 0

[State 10051, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5170)
Value = 5170

[State 10051, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 5170) && (AnimTime = 0)
Value = 5110

[State 10151, 柍揋]
Type = NotHitBy
Trigger1 = Time > 59
Value = SCA

;**************************************************
[State 10051, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Time = 90
Value = 5120+(!Alive)*30

;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
;敱晞乽僐儞償傿僋僩乿丂憡庤侾
[Statedef 10052]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10052, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 10052, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 299
Y = GetHitVar(YAccel)

[State 10052, 幉埵抲堏摦]
Type = PosAdd
Trigger1 = Time = 300
Y = Const(Size.Mid.Pos.Y)*-1

[State 10052, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 10002

[State 10052, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 300
Value = 5030

[State 10052, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 5030) && (AnimTime = 0)
Value = 5050

[State 10052, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

[State 10052, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;**************************************************
[State 10052, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 1,0

[State 10052, 墴偝側偄]
Type = PlayerPush
Trigger1 = 1
Value = 0

;**************************************************
[State 10052, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = (Vel Y > 0)*(Time > 299)
Trigger1 = Pos Y >= IfElse((Anim=[5051,5059]) || (Anim=[5061,5069]),0,25)
Value = 5100

;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
;敱晞乽僐儞償傿僋僩乿丂憡庤俀
[Statedef 10053]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10053, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 1.8
Y = -15

[State 10053, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time < 73
Y = GetHitVar(YAccel)

[State 10053, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 73
X = 0
Y = 0

[State 10053, 幉埵抲]
Type = PosSet
Trigger1 = Time = 73
Y = 0

[State 10053, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 10053, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5030

[State 10053, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 5030) && (AnimTime = 0)
Value = 5050

[State 10053, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

[State 10053, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time = 57
Value = 10003

[State 10053, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 73
Trigger1 = SelfAnimExist(5170)
Value = 5170

[State 10053, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 5170) && (AnimTime = 0)
Value = 5110

[State 10053, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (StateType != L)*((Anim = 5110)+(Anim = 5170))
StateType = L

;**************************************************
[State 10053, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 1,0

[State 10053, 墴偝側偄]
Type = PlayerPush
Trigger1 = Time < 73
Value = 0

;**************************************************
[State 10053, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = (Vel Y > 0)*(Time > 73)
Trigger1 = Pos Y >= IfElse((Anim=[5051,5059]) || (Anim=[5061,5069]),0,25)
Trigger2 = (Anim = 5110)*(Time > 120)
Value = 5100+(Anim=5110)*20

;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
;乽僄儞僪丒僽儗僀僇乕乿憡庤1
[Statedef 10055]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10055, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 10002

[State 10055, 傾僯儊]
Type = ChangeAnim2
Trigger1 = Time = 500
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10055, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 500
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10055, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = [5030,5035]) && (AnimTime = 0)
Value = 5050

[State 10055, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

[State 10055, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 10055, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 499
Y = GetHitVar(YAccel)

;**************************************************
[State 10055, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 10055, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = Time > 9
Value = 0
MoveCamera = 0,0

[State 10055, 墴偝側偄]
Type = PlayerPush
Trigger1 = 1
Value = 0

;**************************************************
[State 10055, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = (Time > 499)*(Pos Y >= 0)*(Vel Y > 0)
Value = 5100

;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
;乽僄儞僪丒僽儗僀僇乕乿憡庤2
[Statedef 10056]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = 11

[State 10056, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 10002

[State 10056, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 988
Value = 5050

[State 10056, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

[State 10056, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 0)+(Time = 134)+(Time = 163)+(Time = 223)+(Time = 427)
X = (Time=0)*9+(Time=134)*25-(Time=163)*25
Y = 0

[State 10056, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 17)+(Time = [47,53])
X = -(Time = 17)*3-(Time=53)*13

[State 10056, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [18,46])+(Time = [180,190])
X = (Time=[18,46])*.2+(Time=[180,190])*2.5

[State 10056, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [215,222])
X = (Time=215)*3.5-(Time=[216,222])*.2

[State 10056, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [384,414])
X = -(Time=384)*6.4+(Time=[384,414])*.2

[State 10056, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 671)
X = 5*Cos(170*(Pi/180.))
Y = -5*Sin(170*(Pi/180.))

[State 10056, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (Time = [672,690])
X = -.25*Cos(170*(Pi/180.))
Y = .25*Sin(170*(Pi/180.))

[State 10056, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 988
X = 0
Y = 30

[State 10056, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 988
Y = GetHitVar(YAccel)

[State 10056, 幉埵抲-1]
Type = PosAdd
Trigger1 = (Time = 227)+(Time = 231)+(Time = 235)+(Time = 239)+(Time = 243)+(Time = 247)+(Time = 251)+(Time = 256)+(Time = 260)
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+(Time=227)*80+(Time=231)*270+(Time=235)*300+(Time=239)*220+(Time=243)*290+(Time=247)*130+(Time=251)*160+(Time=256)*280+(Time=260)*200
Y = ((ScreenPos Y)*-1)+(Time=227)*50+(Time=231)*40+(Time=235)*180+(Time=239)*140+(Time=243)*30+(Time=247)*30+(Time=251)*40+(Time=256)*30+(Time=260)*90

[State 10056, 幉埵抲-2]
Type = PosAdd
Trigger1 = (Time = 264)+(Time = 268)+(Time = 272)+(Time = 276)+(Time = 280)+(Time = 284)+(Time = 288)+(Time = 293)
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+(Time=264)*80+(Time=268)*270+(Time=272)*300+(Time=276)*220+(Time=280)*290+(Time=284)*130+(Time=288)*160+(Time=293)*220
Y = ((ScreenPos Y)*-1)+(Time=264)*50+(Time=268)*40+(Time=272)*180+(Time=276)*140+(Time=280)*30+(Time=284)*30+(Time=288)*40+(Time=293)*30

[State 10056, 幉埵抲-3]
Type = PosAdd
Trigger1 = (Time = 297)+(Time = 301)+(Time = 305)+(Time = 310)+(Time = 312)+(Time = 314)+(Time = 316)+(Time = 318)+(Time = 320)+(Time = 322)+(Time = 324)+(Time = 326)
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+(Time=297)*200+(Time=301)*250+(Time=305)*280+(Time=310)*80+(Time=312)*100+(Time=314)*250+(Time=316)*205+(Time=318)*280+(Time=320)*220+(Time=322)*200+(Time=324)*180+(Time=326)*170
Y = ((ScreenPos Y)*-1)+(Time=297)*140+(Time=301)*110+(Time=305)*60+(Time=310)*100+(Time=312)*50+(Time=314)*40+(Time=316)*50+(Time=318)*130+(Time=320)*150+(Time=322)*120+(Time=324)*90+(Time=326)*70

[State 10056, 幉埵抲-4]
Type = PosAdd
Trigger1 = (Time = 328)+(Time = 330)+(Time = 332)+(Time = 334)+(Time = 336)+(Time = 338)+(Time = 340)+(Time = 342)+(Time = 344)
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+(Time=328)*250+(Time=330)*190+(Time=332)*120+(Time=334)*140+(Time=336)*250+(Time=338)*300+(Time=340)*200+(Time=342)*170+(Time=344)*130
Y = ((ScreenPos Y)*-1)+(Time=328)*130+(Time=330)*190+(Time=332)*190+(Time=334)*150+(Time=336)*140+(Time=338)*40+(Time=340)*150+(Time=342)*80+(Time=344)*100

[State 10056, 幉埵抲-5]
Type = PosAdd
Trigger1 = (Time = 346)+(Time = 348)+(Time = 350)+(Time = 352)+(Time = 354)+(Time = 356)+(Time = 358)+(Time = 360)+(Time = 362)
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+(Time=346)*110+(Time=348)*100+(Time=350)*120+(Time=352)*150+(Time=354)*220+(Time=356)*210+(Time=358)*150+(Time=360)*80+(Time=362)*20
Y = ((ScreenPos Y)*-1)+(Time=346)*115+(Time=348)*50+(Time=350)*180+(Time=352)*120+(Time=354)*60+(Time=356)*100+(Time=358)*200+(Time=360)*230+(Time=362)*90

[State 10056, 幉埵抲-6]
Type = PosAdd
Trigger1 = (Time = 364)+(Time = 366)+(Time = 368)+(Time = 370)+(Time = 372)+(Time = 374)+(Time = 376)+(Time = 378)+(Time = 380)
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+(Time=364)*100+(Time=366)*280+(Time=368)*290+(Time=370)*270+(Time=372)*220+(Time=374)*290+(Time=376)*210+(Time=378)*240+(Time=380)*240
Y = ((ScreenPos Y)*-1)+(Time=364)*120+(Time=366)*110+(Time=368)*90+(Time=370)*80+(Time=372)*120+(Time=374)*120+(Time=376)*120+(Time=378)*110+(Time=380)*110

[State 10056, 幉埵抲-7]
Type = PosSet
Trigger1 = Time = 988
X = -70*Facing
Y = -4000

;**************************************************
[State 10056, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 10056, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,0

[State 10056, 墴偝側偄]
Type = PlayerPush
Trigger1 = 1
Value = 0

;**************************************************
[State 10056, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = (Time > 988)*(Pos Y >= 0)*(Vel Y > 0)
Value = 5100

;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
;恄埿乽儊僈丒僌儔償傿僩儞僂僃僀償乿 傗傜傟
[Statedef 10057]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10057, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 5030

[State 10057, 傾僯儊]
Type = ChangeAnim
Trigger1 = SelfAnimExist(5035)
Trigger1 = ((HitShakeOver) && (Anim = 5030) && (AnimTime = 0))
Value = 5035

[State 10057, 傾僯儊]
Type = ChangeAnim
TriggerAll = HitShakeOver
Trigger1 = (Anim = 5035) && (AnimTime = 0)
Trigger2 = ((Anim != 5035) && (Anim != [5050,5059]))
Value = 5050
Persistent = 0

[State 10057, 傾僯儊]
Type = ChangeAnim
TriggerAll = HitShakeOver
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

;**************************************************
[State 10057, sysvariable]
Type = VarSet
Trigger1 = NumEnemy < 2
Trigger1 = !NumPartner
Trigger1 = Life < 1
sysvar(1) = 10057

[State 10057, HitFallSet]
Type = HitFallSet
Trigger1 = Time = 0
Value = 1

[State 10057, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10057, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10057, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Y = 1
Persistent = 0

[State 10057, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = NumEnemy < 2
Trigger1 = !NumPartner
Trigger1 = !HitShakeOver
Flag = NoKO

[State 10057, 儔僀僼]
Type = LifeSet
Trigger1 = NumEnemy < 2
Trigger1 = !NumPartner
Trigger1 = sysvar(1) = 10057
Value = 0

[State 10057, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = sysvar(1) = 10057
Flag = TimerFreeze
IgnoreHitPause = 1

;**************************************************
[State 10057, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = HitShakeOver
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= IfElse((Anim=[5051,5059])||(Anim=[5061,5069]),0,25)
Value = 5100

;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
[Statedef 10058]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10058, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 10000

[State 10058, 堏摦懍搙]
Type = VelSet
Trigger1 = 1
X = 0
Y = 0

[State 10058, 幉埵抲]
Type = PosSet
Trigger1 = 1
X = 0
Y = 0

[State 10058, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = Time < 79
Flag = NoKO

[State 10058, 儔僀僼]
Type = LifeSet
Trigger1 = Time > 78
Value = 0

;**************************************************
[State 10058, 憡庤僗僥乕僩偵栠偡]
Type = ChangeState
Trigger1 = Time = 81
Value = 5150

;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
;暻僶僂儞僪丂1丂LimitOver
[Statedef 10100]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10100, 怳傝曉傞]
Type = Turn
Trigger1 = P2Dist X < 0

[State 10100, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10100, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = GetHitVar(XVel)*Facing
Y = GetHitVar(YVel)
Persistent = 0

[State 10100, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10100, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10100, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10100, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10100, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10100, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 1,1

[State 10100, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10100, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = FrontEdgeBodyDist < 0 || BackEdgeBodyDist < 0
Value = 10101

;**************************************************
[State 10100, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;暻僶僂儞僪丂2丂LimitOver
[Statedef 10101]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10101, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10101, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10101, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10101, 幉埵抲屌掕]
Type = PosFreeze
Trigger1 = Time < 4

[State 10101, 怳傝曉傞]
Type = Turn
Trigger1 = Time = 4

[State 10101, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 2.5
Y = -2

[State 10101, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 4
Y = GetHitVar(YAccel)

[State 10101, 夋柺怳摦]
Type = EnvShake
Trigger1 = Time = 0
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

[State 10101, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10101, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;暻夞揮僶僂儞僪丂1丂LimitOver
[Statedef 10102]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10102, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10102, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = GetHitVar(XVel)*Facing
Y = GetHitVar(YVel)
Persistent = 0

[State 10002, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10102, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10102, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10102, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10102, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10102, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 1,1

[State 10102, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10102, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = FrontEdgeBodyDist < 0 || BackEdgeBodyDist < 0
Value = 10103

;**************************************************
[State 10102, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;暻夞揮僶僂儞僪丂2丂LimitOver
[Statedef 10103]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10103, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10103, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10103, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time > 3
Value = 10001

[State 10103, 幉埵抲屌掕]
Type = PosFreeze
Trigger1 = Time < 4

[State 10103, 怳傝曉傞]
Type = Turn
Trigger1 = Time = 4

[State 10103, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = (Time > 3) && (Pos Y < 0)
Value = Time*30

[State 10103, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 2
Y = -4

[State 10103, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 4
Y = GetHitVar(YAccel)*.5

[State 10103, 夋柺怳摦]
Type = EnvShake
Trigger1 = Time = 0
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

[State 10103, 偢傜偟偰昞帵]
Type = OffSet
Trigger1 = (Time > 3) && (Pos Y < 0)
Y = Const(Size.Mid.Pos.Y)

[State 10103, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10103, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;彴僶僂儞僪丂1丂LimitOver
[Statedef 10105]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10105, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)
sysvar(1) = Floor(Pos Y)

[State 10105, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10105, 堏摦懍搙]
Type = VelSet
Trigger1 = HitShakeOver
X = GetHitVar(XVel)*Facing
Y = GetHitVar(YVel)
Persistent = 0

[State 10105, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10105, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10105, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10105, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10105, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10105, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10105, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = Pos Y > 25
Value = 10106

;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
;彴僶僂儞僪丂2丂LimitOver
[Statedef 10106]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10106, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time < 4
Value = 5100

[State 10106, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = Time > 3
Value = 10001

[State 10106, 幉埵抲]
Type = PosSet
Trigger1 = Time = 0
Y = -1

[State 10106, 幉埵抲屌掕]
Type = PosFreeze
Trigger1 = Time < 4

[State 10106, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = (Time > 3) && (Pos Y < 0)
Value = Time*30

[State 10106, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = (Vel X)*.5
Y = -3+(sysvar(1)/200.)

[State 10106, 懍搙壛嶼]
Type = VelAdd
Trigger1 = Time > 4
Y = GetHitVar(YAccel)*.3

[State 10106, 夋柺怳摦]
Type = EnvShake
Trigger1 = Time = 0
Time  = 15
Ampl  = 5
Freq  = 100
Phase = 100

[State 10106, 偢傜偟偰昞帵]
Type = OffSet
Trigger1 = (Time > 3) && (Pos Y < 0)
Y = Const(Size.Mid.Pos.Y)

[State 10106, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10106, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100

;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
;夞揮悂偭旘傃丂LimitOver
[Statedef 10107]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10107, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver ||Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10107, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver ||Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10107, 憡庤傾僯儊]
Type = ChangeAnim2
Trigger1 = (HitShakeOver) && (Anim = [5030,5035])
Value = 10001

[State 10107, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10107, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Y = 1
Persistent = 0

[State 10107, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10107, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = (HitShakeOver) && (Pos Y <= 0)
Value = Time*30

[State 10107, 偢傜偟偰昞帵]
Type = OffSet
Trigger1 = (HitShakeOver) && (Pos Y <= 0)
Y = Const(Size.Mid.Pos.Y)

[State 10107, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10107, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Pos Y > 0 && Vel Y > 0
Value = 5100

;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
; 嬻拞傗傜傟 LimitOver
[Statedef 10130]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10130, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 5030

[State 10130, 傾僯儊]
Type = ChangeAnim
Trigger1 = SelfAnimExist(5035)
Trigger1 = ((HitShakeOver) && (Anim = 5030) && (AnimTime = 0))
Value = 5035

[State 10130, 傾僯儊]
Type = ChangeAnim
TriggerAll = HitShakeOver
Trigger1 = (Anim = 5035) && (AnimTime = 0)
Trigger2 = ((Anim != 5035) && (Anim != [5050,5059]))
Value = 5050
Persistent = 0

[State 10130, 傾僯儊]
Type = ChangeAnim
TriggerAll = HitShakeOver
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

;**************************************************
[State 10130, HitFallSet]
Type = HitFallSet
Trigger1 = Time = 0
Value = 1

[State 10130, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10130, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10130, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Y = 1
Persistent = 0

[State 10130, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10130, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
TriggerAll = HitShakeOver
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= IfElse((Anim=[5051,5059])||(Anim=[5061,5069]),0,25)
Value = 5100

;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
;gravity field丂憡庤1 LimitOver
[Statedef 10150]
Type     = L
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10150, 堏摦懍搙]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 10150, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Y = 1
Persistent = 0

[State 10150, 懍搙壛嶼]
Type = VelAdd
Trigger1 = HitShakeOver
Y = GetHitVar(YAccel)

[State 10150, 傾僯儊]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
Value = Anim
Elem = AnimElemNo(0)

[State 10150, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Value = 5035

[State 10150, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5035)
Value = 5030

[State 10150, 傾僯儊]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = [5030,5035]
Value = 5050

[State 10150, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim=5050,1,-2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10

[State 10150, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10150, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = Pos Y > 25
Trigger2 = Pos Y = 0
Value = 10151

;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
;gravity field丂憡庤2 LimitOver
[Statedef 10151]
Type     = L
MoveType = H
Physics  = N
Ctrl     = 0
SprPriority = -1

[State 10151, 堏摦懍搙]
Type = VelSet
Trigger1 = 1
Y = 0

[State 10151, 幉埵抲]
Type = PosSet
Trigger1 = 1
Y = 0

[State 10151, 堏摦懍搙]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 1
Persistent = 0

[State 10151, 懍搙忔嶼]
Type = VelMul
Trigger1 = 1
X = .82

[State 10151, 堏摦懍搙]
Type = VelSet
Trigger1 = Abs(Vel X) < 2
X = 0

[State 10151, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5170)
Value = 5170

[State 10151, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 5170) && (AnimTime = 0)
Value = 5110

[State 10151, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 10151, 憡庤僗僥乕僩偵栠偡]
Type = SelfState
Trigger1 = Time = 90
Value = 5120+(!Alive)*30

;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