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

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂昁嶦媄
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂僇儖儅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1000]
Type     = U
MoveType = A
Physics  = N
Anim     = 1000
Ctrl     = 0

[State 1000, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1000, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = (P2BodyDist X > 134+(EnemyNear,Vel X)*18)

[State 1000, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 1001)*(AnimTime = 0)*(StateType = A)
Value = 41
Elem = 7

[State 1000, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 64
Value = 1001

[State 1000, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 0) && (StateType = A)
X = (Vel X)/6.
Y = (Vel Y)/5.

[State 1000, 堏摦懍搙]
Type = VelSet
Trigger1 = (Anim = [1000,1001])*(StateType = A)*(Pos Y >= 0)*(Vel Y > 0)
X = 0
Y = 0

[State 1000, 幉埵抲]
Type = PosSet
Trigger1 = (Anim = [1000,1001])*(StateType = A)*(Pos Y >= 0)
Y = 0

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

;**************************************************
[State 1000, 廳椡]
Type = Gravity
Trigger1 = Anim = 41

[State 1000, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = [1000,1001])*(StateType = A)*(Pos Y >= 0)
StateType = S

[State 1000, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 1001) && (AnimElem = 1)
MoveType = I

;**************************************************
[State 1000, 壩墛]
Type = Helper
Trigger1 = (Anim = 1000) && (AnimElem = 3)
StateNo = 2020
ID = 2020
Name = "Shot"
Pos = -13,-130
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1000, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 1001) && (AnimTime = 0)
Trigger2 = (Anim = 41)*(Pos Y >= 0)*(Vel Y > 0)
Value = (StateType=A)*52
Ctrl = (StateType!=A)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂僨傿僗僩乕僔儑儞
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1010]
Type     = U
MoveType = A
Physics  = N
Anim     = 1010
Ctrl     = 0

[State 1010, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(5) = (StateType = A)

[State 1010, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1010, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = (PrevStateNo=[200,699])*(P2Dist X < 41)+(fvar(23) = 3)

[State 1010, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 1010)*(Time = 50)
Value = 1015+(((var(5)=1)+(var(6)=1))>0)

[State 1010, 傾僯儊]
Type = ChangeAnim
Trigger1 = ((Anim = 1016) && (Pos Y >= 0) && (Vel Y > 0))
Value = 1015

[State 1010, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = [4,40]) && (!var(6))
Trigger2 = (Time = 10)*(!var(5))*(var(6))
X = 5-var(6)*3.5
Y = -var(6)*15

[State 1010, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 10)*(var(5))*(var(6))
X = 5*Cos(-45*Pi/180.)
Y = -5*Sin(-45*Pi/180.)

[State 1010, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time < 50)*(var(5))*(var(6))*(Pos Y >=0)
X = 5
Y = 0

[State 1010, 懍搙壛嶼]
Type = VelAdd
Trigger1 = ((Time > 10)*(!var(5))*(var(6))*(StateType = A))
Trigger2 = ((Time > 49)*(var(5))*(!var(6))*(StateType = A))
Trigger3 = ((Time > 49)*(var(5))*(var(6))*(StateType = A))
Y = .4

[State 1010, 堏摦懍搙]
Type = VelMul
Trigger1 = (Time = 50)*(var(6))
Trigger2 = (Time = 50)*(var(5))*(!var(6))
X = .5

[State 1010, 堏摦懍搙]
Type = VelSet
Trigger1 = (var(5))*(Time<10)*(Pos Y >= 0)
Trigger2 = Anim = 1015
X = IfElse(((var(5))*(Time<10)),(Vel X),0)
Y = 0

[State 1010, 堏摦懍搙]
Type = PosSet
Trigger1 =(var(5))*(Time<10)*(Pos Y >= 0)
Trigger2 =(var(5))*(var(6))*(Time<50)*(Pos Y >= 0)
Trigger3 = Anim = 1015
Y = 0

[State 1010, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = Time = 10
StateType = A

[State 1010, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 1015)*(StateType = A)
Trigger2 = (Time = 50)*(!var(5))*(!var(6))
StateType = S

[State 1010, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 1010) && (AnimElem = 1)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 1010, 峌寕椡曗惓]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -10*fvar(39)/100.
IgnoreHitPause = 1
Persistent = 6

[State 1010, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,50,12.5)*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 6

[State 1010, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 7.5
IgnoreHitPause = 1
Persistent = 6

[State 1010, Rift Attack]
Type = VarAdd
TriggerAll = Floor(fvar(25)*.0001) = 0
Trigger1 = (MoveHit = 1)*(!var(6))*(Time > 44)
Trigger2 = (MoveHit = 1)*(!var(5))*(var(6))
Trigger3 = (MoveHit = 1)*(var(5))*(var(6))*(Time > 44)
fvar(25) = 10000
IgnoreHitPause = 1

[State 1010, 壒]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 6

;**************************************************
[State 1010, 僸僢僩-僈乕僪僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 1010
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 = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 1010, 僸僢僩-僈乕僪僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 1010
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 = 6
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1010, 僇僂儞僞乕僸僢僩僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy != 0
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) = 1010
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 1010, 僇僂儞僞乕僸僢僩僄僼僃僋僩]
Type = Helper
Trigger1 = NumEnemy = 2
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) = 1010
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 1010, 柍揋]
Type = NotHitBy
Trigger1 = (Time = 0)*(var(6))
Value = ,AA
Time = 3+Ceil(fvar(11)*2)

[State 1010, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = [1015,1016]) && (AnimElem = 1)
MoveType = I

;**************************************************
[State 1010, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = [1010,1011]) && (AnimElem = 4)
StateNo = 6014
ID = 1010
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1010, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = [1010,1011]) && (AnimElem = 4)
StateNo = 6015
ID = 1010
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .6
Size.YScale = .6

[State 1010, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = [1010,1011]) && (AnimElem = 4)
StateNo = 6015
ID = 1011
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1.2
Size.YScale = 1.2

[State 1010, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = [1010,1011]) && (AnimElem = 4)
StateNo = 6015
ID = 1012
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1.7
Size.YScale = 1.7

;**************************************************
[State 1010, 壒]
Type = PlaySnd
Trigger1 = (Time = [10,40])
Value = s10,6
Channel = 1
Persistent = 10

;**************************************************
[State 1010, 僸僢僩掕媊-1]
Type = HitDef
Trigger1 = (Time = [10,40]) && (!var(6))
Trigger2 = (Time = [10,40]) && (var(5)) && (var(6))
Attr              = S, SA
Damage            = 25+Ceil(fvar(11)*2.5),2
GetPower          = Ceil(50*var(2)/1000.0),Ceil(25*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 6,6
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
Air.Velocity      = -5,-3
AirGuard.Velocity = -8,-3
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = 0
Yaccel = .5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((50+(var(3)>1)*25)*(var(2)/1000.0))
ID = 1010
Persistent = 5

[State 1010, 僸僢僩掕媊-2]
Type = HitDef
Trigger1 = (Time = 45) && (!var(6))
Trigger2 = (Time = 45) && (var(5)) && (var(6))
Attr              = S, SA
Damage            = 25+Ceil(fvar(11)*2.5),2
GetPower          = Ceil(50*var(2)/1000.0),Ceil(25*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 6,6
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,-5
Air.Velocity      = -5,-5
AirGuard.Velocity = -8,-3
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = 0
Yaccel = .5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((156+(var(3)>1)*75)*(var(2)/1000.0))
ID = 1010

[State 1010, 僸僢僩掕媊-3]
Type = HitDef
Trigger1 = (Time = [10,45]) && (!var(5)) && (var(6))
Attr              = A, SA
Damage            = 25+Ceil(fvar(11)*2.5),2
GetPower          = Ceil(50*var(2)/1000.0),Ceil(25*var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 6,6
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   = -2,-12
Air.Velocity      = -2,-12
AirGuard.Velocity = -5,-5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = 0
Yaccel = .5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((156+(var(3)>1)*75)*(var(2)/1000.0))
ID = 1010
Persistent = 5

;**************************************************
[State 1010, 憡庤僗僥乕僩曄峏-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 1010
IgnoreHitPause = 1
Persistent = 6

;**************************************************
[State 1010, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = ((Anim = 1015)||(Anim = 47)) && (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
;丂僼傽儞僩儉僋儘僂
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1020]
Type     = S
MoveType = A
Physics  = N
Anim     = 1020
Ctrl     = 0

[State 1020, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)
Trigger2 = ((!var(59))*(var(4) = 1)*(AnimElem = 2,<6))
Trigger2 = ((var(6) = 0) && (Command != "holdb")) || ((var(6) = 1) && (Command != "holdc"))
Trigger3 = (var(59)) && (Time = 1)
var(4) = IfElse(Time=0,1,0)

[State 1020, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1020, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = (P2Dist X > 250)

[State 1020, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 2,=6)
Value = 1020
Elem = 3

[State 1020, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(4) = 0) && (AnimElem = 6,=31)
Value = 1020
Elem = 7

[State 1020, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 1020) && (AnimElem = 4)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 1020, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 1020) && (AnimElem = 4)
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

[State 1020, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 0) && (StateType = A)
X = 0
Y = 0

;**************************************************
[State 1020, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (StateType = C)
SytateType = S

;**************************************************
[State 1020, 僄僼僃僋僩]
Type = Helper
Trigger1 = AnimElem = 2,=6
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = -5,-53
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1020, 抏]
Type = Helper
Trigger1 = (Anim = 1020) && (AnimElem = 4)
StateNo = 2025
ID = 2025
Name = "Bullet"
Pos = 110+var(6)*80,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1020, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 2,=6
Value = s0,7

;**************************************************
[State 1020, 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
;丂傾僗僩儔儖僄僀僕僗
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1030]
Type     = S
MoveType = I
Physics  = N
Anim     = 1030
Ctrl     = 0

[State 1030, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(4) = 0

[State 1030, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1030, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = 1

[State 1030, 傾僯儊]
Type = ChangeAnim
TriggerAll = (Anim = 1030)*(Time > 29)
Trigger1 = (!var(6))*(Command != "holdb")
Trigger2 = (var(6))*(Command != "holdc")
Trigger3 = Time > 109 || var(4)
Value = 1031

[State 1030, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 1030) && (AnimElem = 4)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 1030, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 1030)*(Time > 29)
fvar(36) = -25
IgnoreHitPause = 1
Persistent = 1

[State 1030, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 1030) && (AnimElem = 4)
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 1030, 柍揋]
Type = NotHitBy
Trigger1 = (Anim = 1030)*(Time > 9)
Value = ,AP

;**************************************************
[State 1030, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 1030)*(AnimElem = 4)
StateNo = 2030
ID = 2031+var(6)*100
Name = "Shield"
Pos = 30,-37
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 1030, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = 1030)*(AnimElem = 4)
StateNo = 2030
ID = 2030+var(6)*100
Name = "shield"
Pos = 30,-37
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 1030, shield]
Type = Helper
Trigger1 = (Anim = 1030)*(AnimElem = 4)
StateNo = 2030
ID = 2230+var(6)
Name = "shield"
Pos = 30,-37
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1030, 壒]
Type = PlaySnd
Trigger1 = (Anim = 1030)*(AnimElem = 4)
Value = s10,7
Channel = 1

;**************************************************
[State 1030, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 1031)*(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
;丂僨傿償傽僀儞僕儍儀儕儞
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1100]
Type     = S
MoveType = A
Physics  = N
Anim     = 1100
Ctrl     = 0

[State 1100, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1100, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = 1

[State 1100, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 67
Value = 1101

[State 1100, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 7
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 1100, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = Time = 7
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 1100, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = Time = 17
MoveType = I

;**************************************************
[State 1100, 憚]
Type = Helper
Trigger1 = Time = [7,19]
StateNo = 2100
ID = 2100+var(6)*10+(Time=11)+(Time=15)*2+(Time=19)*3
Name = "spear"
Pos = -33+Random%40,-180+Random%40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 4
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 1100, 壒]
Type = PlaySnd
Trigger1 = Time = [7,19]
Value = s10,8
Channel = 1
Persistent = 4

;**************************************************
[State 1100, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 1101)*(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
;丂僨傿僗儁傾
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1110]
Type     = S
MoveType = A
Physics  = N
aNIM     = 1110
Ctrl     = 0

[State 1110, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1110, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = 0

[State 1110, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 140)
Value = 1111

[State 1110, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = 1110) && (AnimElem = 4)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 1110, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = 1110) && (AnimElem = 4)
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 1110, 抏]
Type = Helper
Trigger1 = (Anim = 1110) && (AnimElem = 4)
StateNo = 6020
ID = 6020
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1110, 柍揋]
Type = NotHitBy
Trigger1 = (Anim = 1110) && (AnimElem = 4,<0)
Value = SCA

[State 1110, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 1111) && (AnimElem = 1)
MoveType = I

[State 1110, 夋柺怳摦]
Type = EnvShake
Trigger1 = (Time = [10,90])
Time  = 7
Ampl  = 7
Freq  = 50
Phase = 100
Persistent = 7

;**************************************************
[State 1110, 壒]
Type = PlaySnd
Trigger1 = (Anim = 1110) && (AnimElem = 4)
Value = s10,11
Channel = 1

;**************************************************
[State 1110, 旘傃摴嬶-1]
Type = Projectile
Trigger1 = (Time = [10,90])*(fvar(27) <= 99)
Attr              = A, SA
Damage            = 25+Ceil((fvar(11)-10)*2.5),1
GetPower          = Ceil(100*var(2)/1000.0),Ceil(50*var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,0
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2038
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 10
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFD
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 18
Air.HitTime       = 18
Ground.Velocity   = 0,10
Air.Velocity      = 0,10
AirGuard.Velocity = 0,10
Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil(120*(var(2)/1000.0))
ID = 1110
P2StateNo = 10050
Persistent = 10

[State 1110, 旘傃摴嬶-2]
Type = Projectile
Trigger1 = (Time = [10,90])*(fvar(27) >= 100)
Attr              = A, SA
Damage            = 25+Ceil((fvar(11)-10)*2.5),1
GetPower          = Ceil(100*var(2)/1000.0),Ceil(50*var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,0
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2038
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 10
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 18
Air.HitTime       = 18
Ground.Velocity   = 0,10
Air.Velocity      = 0,10
AirGuard.Velocity = 0,10
Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil(120*(var(2)/1000.0))
ID = 1110
P2StateNo = 10050
Persistent = 10

;**************************************************
[State 1110, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 1111)*(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
;丂僽儔僗僩僗僼傿傾
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1120]
Type     = U
MoveType = A
Physics  = N
Ctrl     = 0

[State 1120, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1120, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = 0

[State 1120, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 1120+((var(6))*(StateType != A))

[State 1120, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Time = 70+var(6)*15)
Value = 1125

[State 1120, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 1125) && (AnimTime = 0)
Value = 41
Elem = 7

[State 1120, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) 
Trigger2 = ((var(4) = 1) && (AnimElem = 3,<7) && (Command != "holdb"))
Trigger3 = ((var(4) = 2) && (AnimElem = 3,<7) && (Command != "holdc"))
Trigger4 = (var(59)) && (Time = 1)
var(4) = IfElse(Time=0,1+(Command="holdc"),0)

[State 1120, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 0)*(StateType = A)
X = 0
Y = 0

[State 1120, 堏摦懍搙]
Type = VelSet
Trigger1 = ((StateType = A) && (Pos Y >=0) && (Vel Y > 0))
X = 0
Y = 0

[State 1120, 幉埵抲]
Type = PosSet
Trigger1 =  (Pos Y > 0)
Y = 0

[State 1120, 傾僯儊]
Type = ChangeAnim
Trigger1 = ((var(4) = 0) && (Anim = [1120,1121]) && (AnimElem = 3,=7))
Value = Anim
Elem = 4

[State 1120, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Anim = [1120,1121]) && (AnimElem = 4,=1)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 1120, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (Anim = [1120,1121]) && (AnimElem = 4,=1)
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 1120, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 1125) && (AnimElem = 1)
MoveType = I

[State 1120, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (StateType = C)
Trigger2 = ((StateType = A) && (Pos Y >= 0))
StateType = S

[State 1120, 廳椡]
Type = Gravity
Trigger1 = (Anim = 41)

;**************************************************
[State 1120, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Anim = [1120,1121]) && (AnimElem = 3,=7)
StateNo = 6106
ID = 6106
Name = "Effect"
Pos = -15,-64
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1120, 峌寕]
Type = Helper
Trigger1 = (Anim = [1120,1121])*(AnimElem = 4,=1)*(StateType != A)
StateNo = 2105
ID = 2105
Name = "Bullet"
Pos = 120-((var(6)=1)*(var(4)=2))*80,-50-var(6)*90
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1120, 峌寕]
Type = Helper
Trigger1 = (var(4))*(Anim = [1120,1121])*(AnimElem = 4,=1)*(StateType != A)
StateNo = 2105
ID = 2105
Name = "Bullet"
Pos = 240-var(6)*120,-150+var(6)*70
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1120, 峌寕]
Type = Helper
Trigger1 = (Anim = [1120,1121])*(AnimElem = 4,=1)*(StateType = A)
StateNo = 2105
ID = 2105
Name = "Bullet"
Pos = 120-((var(6)=1)*(var(4)=2))*80,-40+var(6)*90
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1120, 峌寕]
Type = Helper
Trigger1 = (var(4))*(Anim = [1120,1121])*(AnimElem = 4,=1)*(StateType = A)
StateNo = 2105
ID = 2105
Name = "Bullet"
Pos = 240-var(6)*120,50-var(6)*70
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1120, 壒]
Type = PlaySnd
Trigger1 = (Anim = [1120,1121]) && (AnimElem = 3,=7)
Value = s0,7

;**************************************************
[State 1120, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = StateType = A
Trigger1 = Anim = 41
Trigger1 = Pos Y >= 0 && Vel Y > 0
Trigger2 = StateType != A
Trigger2 = Anim = 41
Value = (StateType=A)*52
Ctrl = (StateType!=A)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂僾儗儞僩儗僀僘
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1130]
Type     = U
MoveType = A
Physics  = N
Anim     = 1130
Ctrl     = 0

[State 1130, 庛嫮娗棟]
Type = VarSet
Trigger1 = var(59) = 0
Trigger1 = Time = 0
var(6) = (Command="c")

[State 1130, 庛嫮娗棟-AI]
Type = VarSet
Trigger1 = var(59) = 1
Trigger1 = Time = 0
var(6) = 0

[State 1130, 傾僯儊]
Type = ChangeAnim
Trigger1 = (!var(6))*(Anim = 1130)*(Time = 99)
Trigger2 = (var(6))*(Anim = 1130)*(Time = 56)
Value = 1131

[State 1130, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 1131) && (AnimTime = 0)
Value = 41
Elem = 7

[State 1130, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 0)*(StateType = A)
X = Vel X*.2
Y = Vel Y*.2

[State 1130, 堏摦懍搙]
Type = VelSet
Trigger1 = StateType = A && Pos Y >=0 && Vel Y > 0
X = 0
Y = 0

[State 1130, 幉埵抲]
Type = PosSet
Trigger1 = Pos Y > 0
Y = 0

[State 1130, 曄悢憹尭]
Type = VarAdd
Trigger1 = (!var(6))*(Anim = 1130)*(Time = 19)
Trigger2 = (var(6))*(Anim = 1130)*(Time = 17)
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 1130, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = (!var(6))*(Anim = 1130)*(Time = 19)
Trigger2 = (var(6))*(Anim = 1130)*(Time = 17)
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 1130, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (Anim = 1130)*(AnimElem = 8,=66)
MoveType = I

[State 1130, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (StateType = C)
Trigger2 = (StateType = A) && (Pos Y >= 0)
StateType = S

[State 1130, 廳椡]
Type = Gravity
Trigger1 = (StateType = A)*(Anim = 41)

;**************************************************
[State 1130, 抏]
Type = Helper
Trigger1 = (!var(6))*(Time = [19,78])
Trigger2 = (var(6))*(Time = 17)
StateNo = 2110+var(6)
ID = 2110
Name = "Laser"
Pos = -95+Random%90,-170+Random%110
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .5-var(6)*.2
Size.YScale = .5-var(6)*.2

[State 1130, 抏]
Type = Helper
Trigger1 = (var(6))*(Time = 17)
StateNo = 2111
ID = 2111
Name = "Laser"
Pos = -95+Random%90,-170+Random%110
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .3
Size.YScale = .3

[State 1130, 抏]
Type = Helper
Trigger1 = (var(6))*(Time = 17)
StateNo = 2111
ID = 2111
Name = "Laser"
Pos = -95+Random%90,-170+Random%110
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .3
Size.YScale = .3

[State 1130, 抏]
Type = Helper
Trigger1 = (var(6))*(Time = 17)
StateNo = 2111
ID = 2111
Name = "Laser"
Pos = -95+Random%90,-170+Random%110
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .3
Size.YScale = .3

[State 1130, 抏]
Type = Helper
Trigger1 = (var(6))*(Time = 17)
StateNo = 2111
ID = 2111
Name = "Laser"
Pos = -95+Random%90,-170+Random%110
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .3
Size.YScale = .3

;**************************************************
[State 1130, 壒]
Type = PlaySnd
Trigger1 = (!var(6))*(Time = [19,78])
Trigger2 = (var(6))*(Time = 17)
Value = s10,14+var(6)*7
Channel = 1
Persistent = 4

;**************************************************
[State 1130, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = StateType = A
Trigger1 = Anim = 41
Trigger1 = Pos Y >= 0 && Vel Y > 0
Trigger2 = StateType != A
Trigger2 = Anim = 41
Trigger3 = StateType != A
Trigger3 = (Anim = 1131)*(AnimTime = 0)
Value = (StateType=A)*52
Ctrl = (StateType!=A)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂儘僂僘僂僀儞僪
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 1230]
Type     = S
MoveType = A
Physics  = N
Anim     = 1230
Ctrl     = 0

[State 1230, 曄悢憹尭]
Type = VarAdd
Trigger1 = AnimElem = 2
fvar(36) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 1230, 僎乕僕憹壛]
Type = VarAdd
Trigger1 = AnimElem = 2
fvar(38) = (100*fvar(29))*var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 1230, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = AnimElem = 5
MoveType = I

;**************************************************
[State 1230, 抏]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 2115
ID = 2115
Name = "Wind"
Pos = Floor(P2Dist X),0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 1230, 壒]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s10,24

;**************************************************
[State 1230, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

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