
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晄栭忛儗僢僪丂奐巒
;--------------------------------------------------
[StateDef 3020]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 7088
SprPriority = 1
velset = 0,0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

[State 3030, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 100
MoveTime = 100
Darken = 0
Pos = 0,-50
Anim = -1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3030, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3030, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4


[State 2392, Helper]
Type = Helper
Trigger1 = animelem = 3
SprPriority = 0
persistent = 0
supermovetime = 999999999
pausemovetime = 9999999999999
PosType = P1
Pos = 1, -87
ID = 3023
StateNo = 3023
ownpal = 1

;--------------------師傊
[State 3020, ChangeState]
Type = ChangeState
Trigger1 = Time >= 100
Value = 3021

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;
;--------------------------------------------------
[StateDef 3021]
Type = S
MoveType = A
Physics = S
Anim = 7089
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

[State 3020, Helper]
Type = Helper
Trigger1 = animelem = 7
PosType = P1
Pos = 50, 0
ID = 3022
StateNo = 3022
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal

[State 3020, Helper]
Type = Helper
Trigger1 = animelem = 7
PosType = P1
Pos = 50, 0
ID = 3024
StateNo = 3024
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = S400, 32

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = S400, 21

[State -1]
type = Explod
Trigger1 = animelem = 7
anim = 7087
id = 7087
sprpriority = 6
postype = p1
pos = 20,5
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
Trigger1 = animelem = 7
anim = 7086
id = 7086
sprpriority = 6
postype = p1
pos = 80,5
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State 3021, EnvShake]
Type = EnvShake
Trigger1 = animelem = 7
Time = 15
Freq = 80
Ampl = -25
Phase = 95

;--------------------師傊
[State 3021, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 1

;--------------------------------------------------
[StateDef 3022]
Type = A
MoveType = A
Physics = N
Anim = 7070
SprPriority = 1
velset = 0,0

[State 3022]
Type = posset
Trigger1 = 1
Y = 5

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 1000, PlaySnd]
Type = PlaySnd
trigger1 = time = 1
Value = S400, 36

[State 3020, Helper]
Type = Helper
Trigger1 = time = 10
PosType = P1
Pos = 40, 0
ID = 3022
StateNo = 3022
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal


[state 6503,1]
Type                       = projectile
trigger1                   = time <= 5
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = diagup
Damage                     = 180
PauseTime                  = 4,4
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,11
GuardSound                 = s400,11
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-5
air.velocity = -10,-5
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = -20 + (random%40),10
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-7 + (random%1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -1]
type = Explod
trigger1 = time = 0
anim = 7083
id = 7083
scale = 2,2
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

;--------------------師傊
[State 3022, ChangeState]
Type = destroyself
Trigger1 = time >= 21
Trigger2 = !(ScreenPos X = [-100,420])

[StateDef 3024]
Type = A
MoveType = A
Physics = N
Anim = 7070
SprPriority = 1
velset = 0,0

[State 3022]
Type = posset
Trigger1 = 1
Y = 5

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 1000, PlaySnd]
Type = PlaySnd
trigger1 = time = 1
Value = S400, 36

[State 3020, Helper]
Type = Helper
Trigger1 = time = 10
PosType = P1
Pos = -40, 0
ID = 3024
StateNo = 3024
PauseMoveTime = 9999999
supermovetime = 999999
persistent = 0
helpertype = normal

[state 6503,1]
Type                       = projectile
trigger1                   = time <= 5
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 0,0
postype                    = p1
projscale                  = 4,4
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = diagup
Damage                     = 180
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,11
GuardSound                 = s400,11
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-5
air.velocity = -10,-5
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = -20 + (random%40),10
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-7 + (random%1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -1]
type = Explod
trigger1 = time = 0
anim = 7083
id = 7083
scale = 2,2
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

;--------------------師傊
[State 3022, ChangeState]
Type = destroyself
Trigger1 = time >= 21
Trigger2 = !(ScreenPos X = [-100,420])


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;--------------------------------------------------
[StateDef 3023]
Type = A
MoveType = I
Physics = N
Anim = 7084
SprPriority = 10

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.6, 0.6

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = Root,Anim = 7088
trigger1 = (GameTime%38) = 1
Value = S400, 24

[State 1000, PlaySnd]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999


[State -1]
type = Explod
trigger1 = time = 8
anim = 7085
id = 7085
scale = 0.4,0.4
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
pausemovetime = 9999
supermovetime = 9999

[State 3020, 1]
type = RemoveExplod
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Trigger2 = root,stateno != [3020,3021]
ID = 7085

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 7088
Trigger1 = Root,MoveType = A
Time = 1
Pos = 1,-92
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 1
Time = 1
Pos =- 43,-62
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Time = 1
Pos = -51,-28
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 1
Pos = -49,-26
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 1
Pos = -48,-25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 1
Pos = -30,-63
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 1
Pos = 49,-73
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 3023, ChangeState]
Type = destroyself
Trigger1 = Root,Anim = 7089
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Trigger2 = root,stateno != [3020,3021]

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僗僇乕儗僢僩僨價儖丂奐巒
;--------------------------------------------------
[StateDef 3030]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 3020
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------懍搙愝掕
[State 3030, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3030, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 3030, VelSet]
Type = VelSet
Trigger1 = Time = 33
X = 0
Y = -8

[State 3030, VelMul]
Type = VelMul
Trigger1 = Time > 33
Y = 0.99

;--------------------挻昁嶦岠壥
[State 3030, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-50
Anim = -1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3030, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3030, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4



[State 3030, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------僗僇乕儗僢僩僨價儖岠壥
[State 3030, ScreenBound]
Type = ScreenBound
Trigger1 = Time >= 33
Value = 1
Movecamera = 1, 0

[State 3030, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 37
Value = S206, 10



[State 3030, Helper]
Type = Helper
Triggerall = palno != [11,12]
Trigger1 = Time = 37
OwnPal = 1
PosType = P1
Pos = 0, 10
ID = 6430
StateNo = 6430
Size.XScale = 2.0
Size.YScale = 2.0

[State 3030, Helper]
Type = null;Helper
Triggerall = palno = 11
Trigger1 = Time = 37
OwnPal = 1
PosType = P1
Pos = 0, 10
ID = 6434
StateNo = 6434
Size.XScale = 2.0
Size.YScale = 2.0
persistent = 0
PauseMoveTime = 9999999
supermovetime = 9999
helpertype = normal

[State -1]
type = Explod
Triggerall = palno = [11,12]
Trigger1 = Time = 37
anim = 6420
id = 6420
scale = 1.8,1.8
sprpriority = 10
postype = p1
pos = 0,30
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add
removetime = 210

[State -1]
type = Explod
Triggerall = palno = 12
Trigger1 = Time = 37
anim = 6420
id = 6420
scale = 1.5,1.5
sprpriority = 10
postype = p1
pos = -250,30
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add
removetime = 210

[State -1]
type = Explod
Triggerall = palno = 12
Trigger1 = Time = 37
anim = 6420
id = 6420
scale = 1.5,1.5
sprpriority = 10
postype = p1
pos = 250,30
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add
removetime = 210

;--------------------師傊
[State 3030, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3031

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僗僇乕儗僢僩僨價儖丂懾嬻
;--------------------------------------------------
[StateDef 3031]
Type = A
MoveType = A
Physics = N
Anim = 3021
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

[State a]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = -320 + (random%320),180
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = 320 - (random%320),180
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 6435, HitDef]
Type = projectile
;Trigger1 = Var(34)
Triggerall = palno = [11,12]
Trigger1 = time >= 0
;Persistent = 0
projanim                   = 64201
ProjID                     = 64201
projhitanim                = 64201
offset                     = 0,180
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, HA
Damage = 50
AnimType = Hard
Air.AnimType = Back
GuardFlag = M
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 0, 0
SparkNo     = -1
Guard.SparkNo    = -1
SparkXY = -10, -50
HitSound = -1
GuardSound = -1
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 0,-2
Guard.Velocity = -2
Air.Velocity = 0,-2
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000

[State 6435, HitDef]
Type = projectile
;Trigger1 = Var(34)
Triggerall = palno = 12
Trigger1 = time >= 0
;Persistent = 0
projanim                   = 64201
ProjID                     = 64201
projhitanim                = 64201
offset                     = 250,180
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, HA
Damage = 50
AnimType = Hard
Air.AnimType = Back
GuardFlag = M
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 0, 0
SparkNo     = -1
Guard.SparkNo    = -1
SparkXY = -10, -50
HitSound = -1
GuardSound = -1
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 0,-2
Guard.Velocity = -2
Air.Velocity = 0,-2
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000

[State 6435, HitDef]
Type = projectile
;Trigger1 = Var(34)
Triggerall = palno = 12
Trigger1 = time >= 0
;Persistent = 0
projanim                   = 64201
ProjID                     = 64201
projhitanim                = 64201
offset                     = -250,180
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, HA
Damage = 50
AnimType = Hard
Air.AnimType = Back
GuardFlag = M
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 0, 0
SparkNo     = -1
Guard.SparkNo    = -1
SparkXY = -10, -50
HitSound = -1
GuardSound = -1
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 0,-2
Guard.Velocity = -2
Air.Velocity = 0,-2
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000

;--------------------懍搙愝掕
[State 3031, VelMul]
Type = VelMul
Trigger1 = 1
Y = 0.94

;--------------------僗僇乕儗僢僩僨價儖岠壥


[State 3031, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 1

[State 3031, EnvShake]
Type = EnvShake
Trigger1 = TimeMod = 4, 0
Trigger1 = Time <= 150
Time = 4
Freq = 60
Ampl = 15
Phase = 0


;--------------------師傊
[State 3031, ChangeState]
Type = ChangeState
Trigger1 = Time > 184
Value = 3032

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晄栭忛儗僢僪丂廔椆
;--------------------------------------------------
[StateDef 3032]
Type = A
MoveType = I
Physics = N
Anim = 3022
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

[State -1]
type = Explod
Triggerall = palno = [11,12]
Trigger1 = Time = 0
anim = 6421
id = 6421
scale = 1.8,1.8
sprpriority = 10
postype = p1
pos = 0,160
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
Triggerall = palno = 12
Trigger1 = Time = 0
anim = 6421
id = 6421
scale = 1.5,1.5
sprpriority = 10
postype = p1
pos = -250,160
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
Triggerall = palno = 12
Trigger1 = Time = 0
anim = 6421
id = 6421
scale = 1.5,1.5
sprpriority = 10
postype = p1
pos = 250,160
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State 3022, ScreenBound]
Type = removeexplod
Trigger1 = 1
id = 6420
;--------------------晄栭忛儗僢僪岠壥
[State 3022, ScreenBound]
Type = null;ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State 3022, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

;--------------------師傊
[State 3022, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 3033

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晄栭忛儗僢僪丂拝抧
;--------------------------------------------------
[StateDef 3033]
Type = S
MoveType = I
Physics = S
Anim = 3023
SprPriority = 0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------懍搙愝掕
[State 3023, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3023, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------廔椆
[State 3023, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僋儗僀僪儖丂奐巒
;--------------------------------------------------
[StateDef 3040]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3040
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;-------

-------------攕杒僼儔僌偁傝
[State 3040, ChangeState];擉晞傊堏峴
Type = ChangeState
Trigger1 = Time = 0
Value = 3050

;--------------------懍搙愝掕
[State 3040, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3040, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3040, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0, -45
Anim = -1

[State 3040, Helper];堧晞僄僼僃僋僩
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30200
StateNo = 30200
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3040, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3040, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 12

[State 3040, Helper];僇僢僩僀儞丂侾俹懁
Type = null;Helper
Trigger1 = (TeamMode = Single) || (TeamMode = Turns)
Trigger1 = Time = 0
Trigger1 = TeamSide = 1
OwnPal = 1
PosType = Left
Pos = -220, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3040, Helper];僇僢僩僀儞丂俀俹懁
Type = null;Helper
Trigger1 = (TeamMode = Single) || (TeamMode = Turns)
Trigger1 = Time = 0
Trigger1 = TeamSide = 2
OwnPal = 1
PosType = Right
Pos = 220, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "



[State 3040, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3040, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10

;--------------------師傊
[State 3040, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3041

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僋儗僀僪儖丂峌寕弨旛
;--------------------------------------------------
[StateDef 3041]
Type = A
MoveType = A
Physics = N
Anim = 3041
SprPriority = 1

;--------------------彅悢抣弶婜壔
[State 3041, VarSet];Time
Type = VarSet
Trigger1 = 1
V = 20
Value = Time

;--------------------懍搙愝掕
[State 3041, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 12
Y = -4

;--------------------楈椡惂屼
[State 3041, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 1
V = 40
Value = 0

[State 3041, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 1
V = 42
Value = 60

;--------------------岠壥壒
[State 3041, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Value = S206, 11

;--------------------師傊
[State 3041, ChangeState]
Type = ChangeState
Trigger1 = Time = 2
Value = 3042

;--------------------枅僼儗乕儉張棟


[State 3041, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僋儗僀僪儖丂峌寕
;--------------------------------------------------
[StateDef 3042]
Type = A
MoveType = A
Physics = N
SprPriority = 1

;--------------------峌寕愝掕
[State 3042, HitDef]
Type = projectile
;Trigger1 = Var(34)
Trigger1 = time >= 0
;Persistent = 0
projanim                   = 30511
ProjID                     = 30511
projhitanim                = 30511
offset                     = 0,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, NP
Damage = 20
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 0, 0
SparkNo     = s31600
Guard.SparkNo    = s31500
SparkXY = -10, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = -3,-5
Guard.Velocity = -5
Air.Velocity = -3,-5
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 3042, VarSet];僟儊乕僕曗惓
Type = VarSet
Trigger1 = MoveHit
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 3042, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 70, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3042, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3042, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -60
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3042, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3042, VarSet];僸僢僩壒
Type = VarSet
Trigger1 = MoveHit
IgnoreHitPause = 1
V = 17
Value = 3

[State 3042, VarSet];僈乕僪壒
Type = VarSet
Trigger1 = MoveGuarded
IgnoreHitPause = 1
V = 18
Value = 1

[State 3042, TargetState]
Type = Null;TargetState
Trigger1 = MoveHit
Trigger1 = NumTarget > 0
Persistent = 0
IgnoreHitPause = 1
Value = 7035

;--------------------師傊
[State 3042, ChangeState]
Type = ChangeState
Trigger1 = Var(20) >= 42
Value = 3044

[State 3042, ChangeState]
Type = ChangeState
Trigger1 = MoveContact
Value = 3043

;--------------------枅僼儗乕儉張棟


[State 3042, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 3042, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

[State 3042, Helper]
Type = Helper
Trigger1 = NumHelper(6440) < 8
Trigger1 = Var(20)%4 = 2
OwnPal = 1
PosType = P1
Pos = 35,-33
ID = 6440
StateNo = 6440
Name = "DemonKingCradle"


[State 3042, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 20
Value = 1

[State 3042, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僋儗僀僪儖丂柍椡忬懺
;--------------------------------------------------
[StateDef 3043]
Type = A
MoveType = A
Physics = N
SprPriority = 1

;--------------------師傊
[State 3043, ChangeState]
Type = ChangeState
Trigger1 = Var(20) >= 42
Value = 3044

[State 3043, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
Value = 3042

;--------------------枅僼儗乕儉張棟


[State 3043, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 3043, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

[State 3043, Helper]
Type = Helper
Trigger1 = NumHelper(6440) < 8
Trigger1 = Var(20)%4 = 2
OwnPal = 1
PosType = P1
Pos = 35,-33
ID = 6440
StateNo = 6440
Name = "DemonKingCradle"


[State 3043, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 20
Value = 1

[State 3043, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僋儗僀僪儖丂廔椆
;--------------------------------------------------
[StateDef 3044]
Type = A
MoveType = I
Physics = A
Anim = 3042
SprPriority = 0

[State 3044, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.5
Y = 1

[State 3044, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0


[State 3044, ChangeState]
Type = ChangeState
Trigger1 = Time > 25
Value = 3045

[State 3044, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僋儗僀僪儖丂棊壓
;--------------------------------------------------
[StateDef 3045]
Type = A
MoveType = I
Physics = A
SprPriority = 0

[State 3045, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僪儔僉儏儔僋儗僀僪儖丂奐巒
;--------------------------------------------------
[StateDef 3050]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3040
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------懍搙愝掕
[State 3050, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3050, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3050, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0, -45
Anim = -1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3050, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4


[State 3050, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3050, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10

;--------------------師傊
[State 3050, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3051

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僪儔僉儏儔僋儗僀僪儖丂峌寕弨旛
;--------------------------------------------------
[StateDef 3051]
Type = A
MoveType = A
Physics = N
Anim = 3051
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------彅悢抣弶婜壔
[State 3051, VarSet];Time
Type = VarSet
Trigger1 = 1
V = 20
Value = Time

;--------------------懍搙愝掕
[State 3051, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 12
Y = -4

;--------------------岠壥壒
[State 3051, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Value = S206, 15


;--------------------師傊
[State 3051, ChangeState]
Type = ChangeState
Trigger1 = Time = 2
Value = 3052

;--------------------枅僼儗乕儉張棟

[State 3051, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僪儔僉儏儔僋儗僀僪儖丂峌寕
;--------------------------------------------------
[StateDef 3052]
Type = A
MoveType = A
Physics = N
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------峌寕愝掕
[State 3052, HitDef]
Type = projectile
;Trigger1 = Var(34)
trigger1 = (GameTime%2) = 1
;Persistent = 0
projanim                   = 30511
ProjID                     = 30511
projhitanim                = 30511
offset                     = 0,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, NP
Damage = 7
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 0, 0
SparkNo     = s31600
Guard.SparkNo    = s31500
SparkXY = -Random%20, -55-Random%20
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = -2,-7
Guard.Velocity = -5
Air.Velocity = -1,-4
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000


;--------------------師傊
[State 3052, ChangeState]
Type = ChangeState
Trigger1 = Var(20) >= 98
Value = 3056

;--------------------枅僼儗乕儉張棟

[State 3052, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 0,0

[State 3052, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

[State a]
type = Explod
trigger1 = (GameTime%3) = 1
anim = 7075
sprpriority = 999
postype = p1
pos = 0 ,-40 + (random%40)
scale = 1,1 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -7+ (random%4),7 - (random%4)
ignorehitpause = 1
trans = add

triggerall = Var(20) <= 85

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 80
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 75
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 70
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 65
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 60
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 55
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 50
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 45
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 40
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 35
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 30
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 25
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 20
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 15
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 10
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 5
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523, Helper]
Type = Helper
Trigger1 = Time = 0
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"
persistent = 0
supermovetime = 999999999
PauseMoveTime = 9999999
helpertype = normal

[State 3523]
Type = playsnd
Trigger1 = Time%10 = 2
Value = S500, 0

[State 3052, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 20
Value = 1

[State 3052, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僪儔僉儏儔僋儗僀僪儖丂柍椡忬懺
;--------------------------------------------------
[StateDef 3053]
Type = A
MoveType = A
Physics = N
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------師傊
[State 3053, ChangeState]
Type = ChangeState
Trigger1 = Var(20) >= 58
Value = 3055

[State 3053, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
Value = 3052

;--------------------枅僼儗乕儉張棟

[State 3053, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 3053, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

[State 3053, Helper]
Type = Helper
Trigger1 = NumHelper(6440) < 8
Trigger1 = Var(20)%4 = 2
OwnPal = 1
PosType = P1
Pos = 35,-33
ID = 6440
StateNo = 6440
Name = "DracuraCradle"


[State 3053, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 20
Value = 1

[State 3053, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僪儔僉儏儔僋儗僀僪儖丂廔椆
;--------------------------------------------------
[StateDef 3054]
Type = A
MoveType = I
Physics = A
Anim = 3042
SprPriority = 0
Ctrl = 0
facep2 = 1 

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

[State 3054, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.5
Y = 1

[State 3054, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 3054, ChangeState]
Type = ChangeState
Trigger1 = Time > 25
Value = 3045


[State 3054, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

[StateDef 3055]
Type = A
MoveType = A
Physics = N
Anim = 7064
SprPriority = 1
facep2 = 1 
ctrl = 0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

[State 3050, SuperPause]
Type = null;SuperPause
Trigger1 = Time = 0
Time = 14
MoveTime = 14
Darken = 0
Pos = 0, -45
Anim = -1


[State 3243, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 6
X = -10
Y = -10

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 7
X = -7
Y = -6

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 8
X = -4
Y = 0

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 9
X = -3
Y = 3

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 10
X = -2
Y = 3

[State 3243, VelSet]
Type = Veladd
Trigger1 = time >= 49
Y = 0.5

[State 3055, Helper]
Type = Helper
Trigger1 = animelem = 4
SprPriority = 0
persistent = 0
supermovetime = 9999
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 25, -3
ID = 6508
StateNo = 6508

[State 3055, Helper]
Type = Helper
Trigger1 = animelem = 4
SprPriority = 0
persistent = 0
supermovetime = 9999
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 25, -3
ID = 6678
StateNo = 6678

[State 3055, Helper]
Type = Helper
Trigger1 = animelem = 4
SprPriority = 0
persistent = 0
supermovetime = 9999
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 25, -18
ID = 6509
StateNo = 6509

[State 200, 4]
type = null;CtrlSet
triggerall = palno = [7,10]
trigger1 = animelem = 5
value = 1

[State 3221, ChangeState]
Type = ChangeState
Trigger1 = Vel Y >  0
Trigger1 = Pos Y >= 0
Value = 52

[StateDef 3056]
Type = A
MoveType = A
Physics = N
Anim = 7064
SprPriority = 1
facep2 = 1 
ctrl = 0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

[State 3050, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 14
MoveTime = 14
Darken = 0
Pos = 0, -45
Anim = -1


[State 3243, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 6
X = -10
Y = -10

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 7
X = -7
Y = -6

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 8
X = -4
Y = 0

[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 9
X = -3
Y = 3


[State 3243, VelSet]
Type = VelSet
Trigger1 = animelem = 10
X = -2
Y = 3

[State 3243, VelSet]
Type = Veladd
Trigger1 = time >= 49
Y = 0.5

[State 3055, Helper]
Type = Helper
Trigger1 = animelem = 4
SprPriority = 0
persistent = 0
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 25, -3
ID = 6508
StateNo = 6508

[State 3055, Helper]
Type = Helper
Trigger1 = animelem = 4
SprPriority = 0
persistent = 0
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 25, -3
ID = 6678
StateNo = 6678

[State 3055, Helper]
Type = Helper
Trigger1 = animelem = 4
SprPriority = 0
persistent = 0
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 25, -18
ID = 6509
StateNo = 6509


[State 3221, ChangeState]
Type = ChangeState
Trigger1 = Vel Y >  0
Trigger1 = Pos Y >= 0
Value = 52

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僴乕僩僽儗僀僋丂奐巒
;--------------------------------------------------
[StateDef 3060]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3060
SprPriority = 1

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

[State 3060, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3060, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3060, Helper];堧晞僄僼僃僋僩
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30200
StateNo = 30200
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "


[State 3060, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 12

[State 3060, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 3060
Trigger1 = 1
Value = 0

;--------------------僴乕僩僽儗僀僋岠壥
[State 3060, Helper]
Type = Helper
Trigger1 = Time = 0
OwnPal = 1
PosType = P1
Pos = 0,-91
ID = 6460
StateNo = 6460
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "HeartBreak"

[State 3060, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 9

;--------------------師傊
[State 3060, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3061

;--------------------攕杒僼儔僌偁傝
[State 3060, ChangeState];擉晞傊堏峴
Type = ChangeState
Trigger1 = Time = 0
Value = 3070



;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3060, VarSet]
Type = null;VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3060, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僴乕僩僽儗僀僋丂搳偘
;--------------------------------------------------
[StateDef 3061]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3061
SprPriority = 1

;--------------------僴乕僩僽儗僀僋岠壥
[State 3061, AttackDist]
Type = AttackDist
Trigger1 = Animelem = 6, >=0
Trigger1 = Animelem = 8, <0
Value = 320

[State 3061, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = S206, 8

[State 3061]
type = explod
Trigger1 = AnimElem = 7
Anim = 7032
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1

[State 3061, Helper]
Type = Helper
Trigger1 = AnimElem = 7
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 105,-67
ID = 6461
StateNo = 6461
Size.XScale = 1.5
Size.YScale = 1.5
Name = "HeartBreak"

;--------------------師傊
[State 3061, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3062

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3061, VarSet]
Type = null;VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3061, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僴乕僩僽儗僀僋丂搳偘屻峝捈
;--------------------------------------------------
[StateDef 3062]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3062
SprPriority = 1

[State 3062, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3063

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3062, VarSet]
Type = null;VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3062, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 0
Value = 119

[State 3062, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僴乕僩僽儗僀僋丂廔椆
;--------------------------------------------------
[StateDef 3063]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3063
SprPriority = 1

[State 3063, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 3063, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僗僺傾丒僓丒僌儞僌僯儖丂奐巒
;--------------------------------------------------
[StateDef 3070]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3060
SprPriority = 1

[State 3070, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3070, Helper];擉晞僄僼僃僋僩
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30200
StateNo = 30300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3070, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3070, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 12

[State 3070, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------僗僺傾丒僓丒僌儞僌僯儖岠壥
[State 3070, Helper]
Type = Helper
Trigger1 = Time = 0
OwnPal = 1
PosType = P1
Pos = 0,-91
ID = 6460
StateNo = 6460
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "Spear_The_Gungnir"

[State 3070, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 13

;--------------------師傊
[State 3070, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3071

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3070, VarSet]
Type = null;VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3070, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僗僺傾丒僓丒僌儞僌僯儖丂搳偘
;--------------------------------------------------
[StateDef 3071]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3061
SprPriority = 1

;--------------------僗僺傾丒僓丒僌儞僌僯儖岠壥
[State 3071, AttackDist]
Type = AttackDist
Trigger1 = Animelem = 6, >=0
Trigger1 = Animelem = 8, <0
Value = 320

[State 3071, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = S206, 8

[State 3071]
type = explod
Trigger1 = AnimElem = 7
Anim = 7032
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1

[State 3071, Helper]
Type = Helper
Trigger1 = AnimElem = 7
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 105,-107
ID = 6471
StateNo = 6471
Size.XScale = 1.5
Size.YScale = 1.5
Name = "Spear_The_Gungnir"

[State 3071, Helper]
Type = Helper
Trigger1 = AnimElem = 7
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 105,-27
ID = 6471
StateNo = 6471
Size.XScale = 1.5
Size.YScale = 1.5
Name = "Spear_The_Gungnir"

[State 3071, Helper]
Type = Helper
Trigger1 = AnimElem = 7
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 105,-67
ID = 6471
StateNo = 6471
Size.XScale = 1.5
Size.YScale = 1.5
Name = "Spear_The_Gungnir"

;--------------------師傊
[State 3071, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3072

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3071, VarSet]
Type = null;VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3071, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僗僺傾丒僓丒僌儞僌僯儖丂搳偘屻峝捈
;--------------------------------------------------
[StateDef 3072]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3062
SprPriority = 1

[State 3072, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3063

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3072, VarSet]
Type = null;VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3072, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 0
Value = 119

[State 3072, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僴儞僩丂奐巒
;--------------------------------------------------
[StateDef 3220]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 3220
VelSet = 0, 0
SprPriority = 1

;--------------------挻昁嶦岠壥
[State 3220, SuperPause]
Type = Pause
Trigger1 = Time = 0
Time = 40
MoveTime = 40

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
pausemovetime = 999
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
pausemovetime = 999
under = 0
ownpal = 1

[State 3220, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3220, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4

[State 2000]
type =bgPalFx
trigger1 = time = 0
sinadd = -256,-256,-256,200
time = 50

[State 3220, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1
;--------------------師傊
[State 3220, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3221

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僴儞僩丂旘隳
;--------------------------------------------------
[StateDef 3221]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 3221
SprPriority = 1
facep2 = 1

[State 2000]
type =bgPalFx
trigger1 = time >= 0
add = -256,-256,-256
time = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------峌寕愝掕
[State 3221, HitDef]
;Type = HitDef
Type = projectile
Trigger1 = AnimElem = 4
Persistent = 0
projanim                   = 22132
ProjID                     = 22132
offset                     = 40,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 57
Attr = A, NP
Damage = 0, 0
AnimType = Hard
Air.AnimType = Back
;GuardFlag = H
Guard.Dist = 0
Priority = 6, miss
GetPower = 0, 0
GivePower = 0, -30000
PauseTime = 0, 0
;Guard.PauseTime = 0, 10
SparkXY = 0, -50
;GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 24
Ground.Velocity = -5, 6
;Guard.Velocity = -5
Air.Velocity = -5, 6
Fall = 1
Air.Fall = 1
Fall.Recover = 0
P1StateNo = 3222
P2StateNo = 3225
P2Facing = 1


;--------------------師傊
[State 3221, ChangeState]
Type = ChangeState
Trigger1 = time =  70
Value = 3224



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僴儞僩丂峌寕惉岟
;--------------------------------------------------
[StateDef 3222]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 3222
VelSet = 0, 0
SprPriority = 5
facep2 = 1

[State 2000]
type =bgPalFx
trigger1 = time >= 0
trigger1 = time <= 195
add = -256,-256,-256
time = 1

[State 2000]
type =bgPalFx
trigger1 = time = 195
add = -256,-256,-256
sinadd = 256,256,256,200
time = 50

[State 6505]
type = AllPalFX
trigger1 = time = 190
time = 12
add = 500,500,500

[state 6505,1]
type = EnvShake
trigger1 = time = 190
time = 23
ampl = -42
freq = 95
phase = 95

[State 3224, Posset]
Type = Posset
Trigger1 = Time = 0
X = -80
Y = 0

[State 0, Helper]
Type = Helper
Trigger1 = time = 190
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P2
Pos = 0, 0
ID = 3227
StateNo = 3227
Name = "bakuha"

[State 0, Helper]
Type = Helper
Trigger1 = time = 190
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P2
Pos = 0, -40
ID = 3228
StateNo = 3228
Name = "bakuha"

[State 0, Helper]
Type = Helper
Trigger1 = time = 200
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 210, -190
ID = 3229
StateNo = 3229
Name = "bakuha"

[State 0, Helper]
Type = Helper
Trigger1 = time = 210
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 160, -120
ID = 3228
StateNo = 3228
Name = "bakuha"

[State 0, Helper]
Type = Helper
Trigger1 = time = 51
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
ontop = 1
PosType = P2
Pos = 4, 10
ID = 3230
StateNo = 3230
Name = "hikari"


[State 0, Helper]
Type = Helper
Trigger1 = time = 160
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
ontop = 1
OwnPal = 1
PosType = P2
Pos = 4, 10
ID = 3231
StateNo = 3231
Name = "hikari"

[State 3222, TargetLifeAdd]
Type = TargetLifeAdd
Trigger1 = Time = 195
Value = -1000000

[State 2386, Turn]
type = Turn
Trigger1 = P2Dist X < 0
trigger1 = time >= 0

[State 3222, TargetBind]
Type = null;TargetBind
Trigger1 = Time = 0
Time = 70
Pos = 100, -80

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 5
Value = S400, 29

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 50
Value = S206, 21


[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 190
Value = S400, 2

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 190
Value = S400, 26
volume = 200

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 190
Value = S400, 31

[State 3222, PlaySnd]
Type = null;PlaySnd
Trigger1 = Time = 190
Value = S400, 6

[State 3222, PlaySnd]
Type = null;PlaySnd
Trigger1 = Time = 188
Value = S400, 32

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 190
Value = S400, 31

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 160
Value = S400, 28

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 50
Value = S400, 30
freqmul = 1.4

[State 3222, Explod]
Type = null;Explod
Trigger1 = Time = 50
Anim = 7056
ID = 7056
PosType = P1
Pos = 190, -170
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 1
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1
trans = add

[State 3222, Explod]
Type = null;Explod
Trigger1 = Time = 34
Anim = 41004
ID = 41004
Pos = 0, -10
scale = 1.5,1.5
PosType = P2
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1






[State 3222, ChangeState]
Type = ChangeState
Trigger1 = Time = 210
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僴儞僩丂峌寕幐攕
;--------------------------------------------------
[StateDef 3223]
Type = A
MoveType = I
Physics = N
Ctrl = 0
VelSet = 0, 0
SprPriority = 0

[State 3223, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time <= 10
Value = 43


[State 3223, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = Time = 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 30, -30
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3223, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = Time = 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 30, -30
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1


;--------------------懍搙愝掕
[State 3223, VelSet]
Type = VelSet
Trigger1 = Time = 10
X = -2.5
Y = -7

[State 3223, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time > 10
Physics = A

[State 3223, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌僴儞僩丂拝抧
;--------------------------------------------------
[StateDef 3224]
Type = C
MoveType = I
Physics = C
Anim = 3224
Velset = 0, 0
SprPriority = 1

[State 2000]
type =bgPalFx
trigger1 = time = 0
add = -256,-256,-256
sinadd = 256,256,256,200
time = 50

;--------------------廔椆
[State 3224, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 3224,7]
type = null;ChangeState
trigger1 = Command = "z"
value = 3221



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[憡庤]僨乕儌儞僉儞僌僴儞僩丂傗傜傟
;--------------------------------------------------
[StateDef 3225]
Type = A
MoveType= H
Physics = N
Ctrl = 0
VelSet = 0, 0
SprPriority = 0
facep2 = 1

[State 2386, Turn]
type = Turn
Trigger1 = P2Dist X < 0
trigger1 = time <= 10

[State 3225, ChangeAnim2]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3225

[State 7050]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 3224, Posset]
Type = Posset
Trigger1 = Time = 0
X = 60
Y = -120

[State 3225, PosAdd]
Type = VelSet
Trigger1 = Time = 1
X = -3.5
Y = -2.5

[State 3225, PosAdd]
Type = Veladd
Trigger1 = Time >= 1
Trigger1 = Time <= 50
Trigger1 = vel X <=0
Trigger1 = vel Y <=0
X = 0.1
Y = 0.07

[State 3225, PosAdd]
Type = VelSet
Trigger1 = Time = 50
X = 0
Y = 0

[State 3225, ChangeState]
Type = ChangeState
Trigger1 = Time = 191
Value = 7050;7046


[Statedef 3227]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7115
sprpriority = 0

[State 3227, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6551, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[state 3227,1]
type = destroyself
trigger1 = animtime = 0

[Statedef 3228]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7058
sprpriority = 99998

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.2, 1.2

[State 6551, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 3228, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 3228,1]
type = destroyself
trigger1 = animtime = 0

[Statedef 3229]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7059
sprpriority = 99998

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.5, 1.5

[State 6551, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 3229, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 3229,1]
type = destroyself
trigger1 = animtime = 0

[Statedef 3230]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7056
sprpriority = 99998

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1



[State 6551, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 3230, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 3230,1]
type = destroyself
trigger1 = time = 110

[Statedef 3231]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7060
sprpriority = 99998



[State 6551, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 3231, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 3231,1]
type = destroyself
trigger1 = animtime = 0


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌儗僀丂奐巒
;--------------------------------------------------
[StateDef 3240]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3240
SprPriority = 1

;--------------------懍搙愝掕
[State 3240, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3240, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0


;--------------------楈椡惂屼

;--------------------挻昁嶦岠壥
[State 3240, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7036
sprpriority = 0
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = null;Explod
trigger1 = time = 1
anim = 7093
sprpriority = 0
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 1
anim = 7079
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7093
sprpriority = 0
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7079
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7069
sprpriority = 10
postype = p1
pos = 0,-70
scale = 2,2
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 0, Helper]
Type = explod
Trigger1 = time = 0
SprPriority = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -70
Anim = 7115
ID = 6677
trans = add
bindtime = -1
supermove = 1
under = 0

[State 3240, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -3000


[State 3240, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 0

[State 3240, PlaySnd]
Type = null;PlaySnd
Trigger1 = Time = 0
Value = S100, 13

[State 3240, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 400,19

[State 3240, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 400,20

[State 3240]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999


[State 3240, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0


;--------------------師傊
[State 3240, ChangeState]
Type = ChangeState
Trigger1 = Time = 40
Value = 3241

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌儗僀丂曻弌
;--------------------------------------------------
[StateDef 3241]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 3241
VelSet = 0, -4
SprPriority = 1

[State 6505]
type = null;AllPalFX
trigger1 = time >= 0
time = 1
add = 0,40,70

[State 6545, HitDef]
type = Projectile
trigger1 = roundstate = 2
trigger1 = (GameTime%5) = 0
trigger1 = enemy,numprojid(1450001) <= 0
attr = S, HP
AnimType  = hard
Air.AnimType = Back
projanim = 10001
projhitanim = -1
projid = 10001
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 0
postype = p2
projremovetime = 2
Damage = -99999999999999999999999999999
Priority = 6, Hit
postype = p2
GetPower = 0, 0
GivePower = -100000
PauseTime = 0, 20
SparkNo     = s7034
SparkXY = -20 + (random%40), Floor((P2Dist Y)-60)+ (random%60)
;Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = 0,0
;Guard.Velocity = -8
Air.Velocity = 0,0
;AirGuard.Velocity = -6,-4
fall = 1
airfall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = -1000000
;p2stateno = 1114

[State reversal]
type = ReversalDef
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,4
p2stateno = 1500000
ignorehitpause = 1

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

[state lifeadd]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -99999999999
pausemovetime = 9990000 
supermovetime = 9990000 
Absolute = 1

[state power]
type = targetpoweradd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
value = -99999999999
pausemovetime = 9990000 
supermovetime = 9990000 

[state state];偍傑偗
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
trigger1 = timemod = 30,0
trigger2 = target,alive = 0
value = 5150
ignorehitpause = 1

[State 3021]
type = null;helper
triggerall = numhelper(32400) = 0
triggerall =  !ishelper
trigger1 = time = 0
ID = 32400
stateno = 32400
helpertype = player
postype = p1
pos = 0,0
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999
pasuemovetime = 9999999

[State 3241]
type = Explod
trigger1 = time = 0
anim = 7007
id = 7007
sprpriority = 9999999999
postype = back
pos = 0, 0
supermove = 0
ownpal = 1
removeongethit = 0
bindtime = -1
ontop = 1
trans = add

[State 3241]
type = Explod
trigger1 = time = 0
anim = 7112
id = 7091
sprpriority = -9999999999
postype = left
pos = 0, 0
supermove = 0
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add
removetime = 220

[State 199]
type = Explod
trigger1 = (GameTime%25) = 0
anim = 7090
id = 7091
postype = left
pos = 170+(random%40), 0
scale = 0.9,0.8
sprpriority = 999999999
SuperMoveTime = 9999
PauseMoveTime = 9999
ontop = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 199]
type = Explod
trigger1 = time >= 5
trigger1 = (GameTime%22) = 0
anim = 7091
id = 7091
postype = right
pos = -220+(random%40), -20
scale = 0.9,0.8
sprpriority = 999999999
SuperMoveTime = 9999
PauseMoveTime = 9999
ontop = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 3241]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[state 6508,1]
type = playsnd
trigger1 = time = 0
value = 400,33

[state 6508,1]
type = playsnd
trigger1 = time = 0
value = 400,1

[state 6508,1]
type = playsnd
trigger1 = time = 0
value = 206,14

[State 3241]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

;--------------------懍搙愝掕
[State 3241, VelMul]
Type = VelMul
Trigger1 = Time > 0
Y = 0.9


[State 3241, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

;--------------------師傊
[State 3241, ChangeState]
Type = ChangeState
Trigger1 = time >= 200
Value = 3242

[State 3241, 0]
type = EnvShake
trigger1 = 0
time = 200
freq = 120
ampl = -15

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌儗僀丂廔椆
;--------------------------------------------------
[StateDef 3242]
Type = A
MoveType = I
Physics = N
Ctrl = 0
SprPriority = 1

[State 2000]
type = removeexplod
trigger1 = time = 0
id = 7091

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,300
time = 75

[State 3242, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State 3242, Gravity]
Type = Gravity
Trigger1 = Time >= 40

[State 3242, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 35
Value = 3242

[State 3242, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 3033

[StateDef 3250]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3240
SprPriority = 1

;--------------------懍搙愝掕
[State 3250, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3250, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 3250, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 2000]
type =bgPalFx
trigger1 = time = 0
sinadd = -256,-256,-256,200
time = 50

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7079
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3250, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4

[State 3250]
type = null;AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 2388]
Type = PowerAdd
Trigger1 = Animelem = 1
Value = -1000


[State 3250, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3250, ChangeState]
Type = ChangeState
Trigger1 = Time = 40
Value = 3251

[StateDef 3251]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 3241
VelSet = 0, -4
SprPriority = 1

[State 2000]
type = bgPalFx
trigger1 = time >= 10
add = -256,-256,-256
time = 1

[State 3251, SuperPause]
Type = null;SuperPause
Trigger1 = Time = 230
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3240]
type = Explod
trigger1 = time = 230
anim = 7057
sprpriority = 2
postype = p1
pos = 0,-65
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 3251, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 230
Value = S400, 20

[State 3251, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 230
Value = S400, 9

[State 2392, Helper]
Type = Helper
triggerall = time <= 200
triggerall = palno = [7,12]
trigger1 = (GameTime%4) = 1
SprPriority = 0
persistent = 1
supermovetime = 999999999
pausemovetime = 9999999999999
PosType = P2
Pos = 120-(Random%240), 5
ID = 6500
StateNo = 6500
helpertype = player

[State 2392, Helper]
Type = Helper
triggerall = time <= 200
triggerall = palno = [1,6]
trigger1 = (GameTime%15) = 1
SprPriority = 0
persistent = 1
supermovetime = 999999999
pausemovetime = 9999999999999
PosType = P2
Pos = 120-(Random%240), 5
ID = 6500
StateNo = 6500

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = 0, 5
ID = 6502
StateNo = 6502
Name = "jaberin"

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = -50, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = 100, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = -100, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = 50, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = 150, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = -150, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = -200, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = 200, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = -250, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251, Helper]
Type = Helper
Trigger1 = time = 280
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
PosType = P2
Pos = 250, 5
ID = 6502
StateNo = 6502
Name = "jaberin"
helpertype = player

[State 3251]
type = null;AssertSpecial
trigger1 = 1
flag = nobgdisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999


;--------------------懍搙愝掕
[State 3251, VelMul]
Type = VelMul
Trigger1 = Time > 0
Y = 0.9


[State 3251, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

;--------------------師傊
[State 3251, ChangeState]
Type = ChangeState
Trigger1 = time = 320
Value = 3252

[StateDef 3252]
Type = A
MoveType = I
Physics = N
Ctrl = 0
SprPriority = 1

[State 2000]
type =bgPalFx
trigger1 = time = 0
add = -256,-256,-256
sinadd = 256,256,256,200
time = 50

[State 3252, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State 3252, Gravity]
Type = Gravity
Trigger1 = Time >= 30

[State 3252, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 25
Value = 3242

[State 3252, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 3033

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]晄栭忛儗僢僪丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6420乣6424嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6420]
Type = S
MoveType = A
Physics = N
Anim = 6420
SprPriority = 10

;--------------------彅悢抣弶婜壔
[State 6420, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6420, VarSet];僸僢僩夞悢
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 80

;--------------------墛墌
[State 6420, Explod]
Type = Explod
Trigger1 = Time = 0
IgnoreHitPause = 0
Anim = 6425
ID = 6425
Pos = 0, 0
PosType = P1
BindTime = -1
RemoveTime = -1
SuperMove = 0
Scale = 1.5, 1.5
SprPriority = 10

;--------------------師傊
[State 6420, ChangeState]
Type = ChangeState
Trigger1 = Time > 4
Value = 6421

;--------------------枅僼儗乕儉張棟
[State 6420, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6420, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1, 1

[State 6420, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 1
Value = 1

[State 6420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

[State 6420, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]晄栭忛儗僢僪丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6420乣6424嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6421]
Type = S
MoveType = A
Physics = N
SprPriority = 10

;--------------------峌寕愝掕
[State 6421, HitDef]
Type = projectile
;Trigger1 = Var(34)
Trigger1 = time >= 0
;Persistent = 0
projanim                   = 64201
ProjID                     = 64201
projhitanim                = 64201
offset                     = 0,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, HA
Damage = 30
AnimType = Hard
Air.AnimType = Back
GuardFlag = M
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 0, 0
SparkNo     = -1
Guard.SparkNo    = -1
SparkXY = -10, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 0,-5
Guard.Velocity = -5
Air.Velocity = 0,-5
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 6421, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.98

[State 6421, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = Floor(P2Dist X*0.8), Floor(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6421, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = Floor(P2Dist X*0.8), Floor(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6421, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = Floor(P2Dist X*0.8), Floor(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6421, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = Floor(P2Dist X*0.8), Floor(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6421, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 3

[State 6421, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

[State 6421, TargetState]
Type = TargetState
Trigger1 = MoveHit
Trigger1 = NumTarget > 0
Persistent = 0
IgnoreHitPause = 1
Value = 7035

;--------------------師傊
[State 6421, ChangeState]
Type = ChangeState
Trigger1 = MoveContact
Value = 6422

;--------------------廔椆
[State 6421, ChangeState]
Type = ChangeState
Trigger1 = Var(1) > 98
Trigger2 = Root,MoveType = H
Value = 6423

;--------------------枅僼儗乕儉張棟
[State 6421, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6421, ScreenBound]
Type = ScreenBound
Trigger1 = 1
IgnoreHitPause = 1
Value = 1
MoveCamera = 1, 1

[State 6421, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

[State 6421, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

[State 6421, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]晄栭忛儗僢僪丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6420乣6424嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6422]
Type = S
MoveType = A
Physics = N
SprPriority = 10

[State 6422, VarAdd]
Type = VarAdd
Trigger1 = Time = 0
V = 2
Value = -1

;--------------------師傊
[State 6422, ChangeState]
Type = ChangeState
Trigger1 = Time > 4
Trigger1 = Var(2) > 0
Value = 6421

;--------------------廔椆
[State 6422, ChangeState]
Type = ChangeState
Trigger1 = Var(1) > 98
Trigger2 = Root,MoveType = H
Value = 6423

[State 6422, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------枅僼儗乕儉張棟
[State 6422, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6422, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1, 1

[State 6422, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

[State 6422, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]晄栭忛儗僢僪丂廔椆
;--------------------------------------------------
;奺Var偵偮偄偰乮St6420乣6424嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6423]
Type = S
MoveType = I
Physics = N
Anim = 6421
SprPriority = 10

;--------------------墛墌廔椆
[State 6423, RemoveExplod]
Type = RemoveExplod
Trigger1 = Time = 0
Trigger1 = NumExplod(6425) > 0
ID = 6425

[State 6423, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 6426
ID = 6426
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
Scale = 1.5, 1.5
SprPriority = 10

;--------------------廔椆
[State 6423, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

;--------------------枅僼儗乕儉張棟
[State 6423, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6423, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1, 1

[State 6423, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僗僇乕儗僢僩僨價儖丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6434嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6430]
Type = S
MoveType = A
Physics = N
Anim = 6430
SprPriority = 10

;--------------------師傊
[State 6430, ChangeState]
Type = ChangeState
Trigger1 = Time > 4
Value = 6431

;--------------------枅僼儗乕儉張棟
[State 6430, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6430, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1, 1

[State 6430, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

[State 6430, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僗僇乕儗僢僩僨價儖丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6434嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6431]
Type = S
MoveType = A
Physics = N
SprPriority = 10

;--------------------峌寕愝掕
[State 6431, HitDef]
Type = projectile
;Trigger1 = Var(34)
;Trigger1 = time >= 0
trigger1 = (GameTime%5) = 0
;Persistent = 0
projanim                   = 64201
ProjID                     = 64201
projhitanim                = 64201
offset                     = 0,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = A, HA
Damage = 30
AnimType = Hard
Air.AnimType = Back
GuardFlag = M
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 2, 2
SparkNo     = -1
Guard.SparkNo    = -1
SparkXY = -10, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 0,-2
Guard.Velocity = -2
Air.Velocity = 0,-2
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000


[State 6431, TargetState]
Type = TargetState
Trigger1 = MoveHit
Trigger1 = NumTarget > 0
Persistent = 0
IgnoreHitPause = 1
Value = 7035

;--------------------師傊
[State 6431, ChangeState]
Type = ChangeState
Trigger1 = MoveContact
Value = 6432

;--------------------廔椆
[State 6431, ChangeState]
Type = ChangeState
Trigger1 = time >= 154
Trigger2 = Root,MoveType = H
Value = 6433

;--------------------枅僼儗乕儉張棟
[State 6431, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6431, ScreenBound]
Type = ScreenBound
Trigger1 = 1
IgnoreHitPause = 1
Value = 1
MoveCamera = 1, 1

[State 6431, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 6431, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僗僇乕儗僢僩僨價儖丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6434嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6432]
Type = S
MoveType = A
Physics = N
SprPriority = 10

;--------------------師傊
[State 6432, ChangeState]
Type = null;ChangeState
Trigger1 = Time > 4
Trigger1 = Var(2) > 0
Value = 6431

;--------------------廔椆
[State 6432, ChangeState]
Type = ChangeState
Trigger1 =   time >= 5
Trigger2 = Root,MoveType = H
Value = 6433

;--------------------枅僼儗乕儉張棟
[State 6432, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6432, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1, 1

[State 6432, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僗僇乕儗僢僩僨價儖丂廔椆
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6434嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6433]
Type = S
MoveType = I
Physics = N
Anim = 6421
SprPriority = 10

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

;--------------------廔椆
[State 6433, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

;--------------------枅僼儗乕儉張棟
[State 6433, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6433, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1, 1

[State 6433, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10











;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僗僇乕儗僢僩僨價儖丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6434嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6434]
Type = S
MoveType = A
Physics = N
Anim = 6430
SprPriority = 10

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

;--------------------師傊
[State 6430, ChangeState]
Type = ChangeState
Trigger1 = Time > 4
Value = 6435

;--------------------枅僼儗乕儉張棟
[State 6430, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6430, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1, 1

[State 6430, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

[State 6430, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僗僇乕儗僢僩僨價儖丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6430乣6434嫟捠乯
;  Var( 1)	Time
;  Var( 2)	僸僢僩夞悢
;
;------------------------------
[StateDef 6435]
Type = S
MoveType = A
Physics = N
SprPriority = 10

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

;--------------------峌寕愝掕
[State 6435, HitDef]
Type = projectile
;Trigger1 = Var(34)
Trigger1 = time >= 0
;Persistent = 0
projanim                   = 64201
ProjID                     = 64201
projhitanim                = 64201
offset                     = 0,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, HA
Damage = 50
AnimType = Hard
Air.AnimType = Back
GuardFlag = M
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 0, 0
SparkNo     = -1
Guard.SparkNo    = -1
SparkXY = -10, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 0,-2
Guard.Velocity = -2
Air.Velocity = 0,-2
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000


[State 6431, TargetState]
Type = TargetState
Trigger1 = MoveHit
Trigger1 = NumTarget > 0
Persistent = 0
IgnoreHitPause = 1
Value = 7035

;--------------------廔椆
[State 6431, ChangeState]
Type = ChangeState
Trigger1 = time > 154
Trigger2 = Root,MoveType = H
Value = 6433

;--------------------枅僼儗乕儉張棟
[State 6431, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6431, ScreenBound]
Type = ScreenBound
Trigger1 = 1
IgnoreHitPause = 1
Value = 1
MoveCamera = 1, 1

[State 6431, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

[State 6431, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA


[State 6431, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10












;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞僉儞僌僋儗僀僪儖丂椫
;--------------------------------------------------
;奺Var偵偮偄偰乮St6440撈帺乯
;  Var( 1)	傾僯儊儔儞僟儉
;  Var( 2)	柧搙
; FVar( 1)	奼戝棪 X
; FVar( 2)	奼戝棪 Y
;
;------------------------------
[StateDef 6440]
Type = A
MoveType = I
Physics = N
Anim = 6025
SprPriority = 10

;--------------------傾僯儊儔儞僟儉
[State 6440, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 6440, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6025+Var(1)

;--------------------奼戝棪曄峏
[State 6440, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.30

[State 6440, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 1.10

[State 6440, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.024

[State 6440, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = 0.06

[State 6440, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 15
Scale = FVar(1), FVar(2)

;--------------------柧搙曄峏
[State 6440, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

[State 6440, VarAdd]
Type = VarAdd
Trigger1 = Time >= 12
V = 2
Value = -20

[State 6440, VarSet]
Type = VarSet
Trigger1 = Var(2) < 0
V = 2
Value = 0

[State 6440, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(2), Var(2), Var(2)

;--------------------枅僼儗乕儉張棟
[State 6440, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6440, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------廔椆
[State 6440, DestroySelf]
Type = DestroySelf
Trigger1 = Var(2) <= 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞僉儞僌僋儗僀僪儖丂椫乮媡乯
;--------------------------------------------------
;奺Var偵偮偄偰乮St6441撈帺乯
;  Var( 1)	傾僯儊儔儞僟儉
;  Var( 2)	柧搙
; FVar( 1)	奼戝棪 X
; FVar( 2)	奼戝棪 Y
;
;------------------------------
[StateDef 6441]
Type = A
MoveType = I
Physics = N
Anim = 6025
SprPriority = 10

;--------------------傾僯儊儔儞僟儉
[State 6441, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 6441, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6025+Var(1)

;--------------------奼戝棪曄峏
[State 6441, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.30

[State 6441, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 1.10

[State 6441, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.024

[State 6441, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = 0.06

[State 6441, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = -15
Scale = FVar(1), FVar(2)

;--------------------柧搙曄峏
[State 6441, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

[State 6441, VarAdd]
Type = VarAdd
Trigger1 = Time >= 12
V = 2
Value = -20

[State 6441, VarSet]
Type = VarSet
Trigger1 = Var(2) < 0
V = 2
Value = 0

[State 6441, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(2), Var(2), Var(2)

;--------------------枅僼儗乕儉張棟
[State 6441, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6441, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------廔椆
[State 6441, DestroySelf]
Type = DestroySelf
Trigger1 = Var(2) <= 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僪儔僉儏儔僋儗僀僪儖丂墛墌
;--------------------------------------------------
[StateDef 6445]
Type = A
MoveType = I
Physics = N
Anim = 6425
SprPriority = 10

;--------------------枅僼儗乕儉張棟
[State 6445, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6445, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 105
Scale = 2.0, 6.0;1.2, 1.2

[State 6445, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6445, PosAdd]
Type = PosAdd
Trigger1 = Floor(RootDist X) != -0
Trigger2 = Floor(RootDist Y) != 20
X = Floor(RootDist X)+10
Y = Floor(RootDist Y)-30

;--------------------廔椆
[State 6445, DestroySelf]
Type = DestroySelf
Trigger1 = Root,StateNo != [3051,3053]

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僴乕僩僽儗僀僋丂墘弌梡僗僺傾
;--------------------------------------------------
;奺Var偵偮偄偰乮St6460撈帺乯
;  Var( 1)	妏搙
;  Var( 2)	堧晞 or 擉晞
;
;------------------------------
[StateDef 6460]
Type = A
MoveType = I
Physics = N
Anim = 6460
SprPriority = 10

;--------------------堧晞 or 擉晞
[State 6460, VarSet]
Type = VarSet
Trigger1 = Time = 0
Persistent = 0
V = 2
Value = IfElse((Root,Var(12)=3070),1,0)

;--------------------廔椆
[State 6460, DestroySelf]
Type = DestroySelf
Trigger1 = Root,MoveType = H
Trigger2 = Root,Anim = 3061
Trigger2 = Root,MoveType = A
Trigger2 = Root,AnimElem = 7

;--------------------妏搙愝掕
[State 6460, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6460, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3061
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 1
Persistent = 0
V = 1
Value = 58

[State 6460, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3061
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Persistent = 0
V = 1
Value = 70

[State 6460, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3061
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Persistent = 0
V = 1
Value = 108

[State 6460, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3061
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Persistent = 0
V = 1
Value = 157

;--------------------埵抲愝掕
[State 6460, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 0
Time = 1
Facing = 1
Pos = 0, -91

[State 6460, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 58
Time = 1
Facing = 1
Pos = -38, -46

[State 6460, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 70
Time = 1
Facing = 1
Pos = -52, -33

[State 6460, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 108
Time = 1
Facing = 1
Pos = -28, -66

[State 6460, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 157
Time = 1
Facing = 1
Pos = 45, -80

;--------------------枅僼儗乕儉張棟
[State 6460, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6460, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6460, AngleDraw]
Type = AngleDraw
Trigger1 = Var(2) = 0
Value = -Var(1)
Scale = 1.2, 1.2

[State 6460, AngleDraw]
Type = AngleDraw
Trigger1 = Var(2) = 1
Value = -Var(1)
Scale = 1.5, 1.5

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僴乕僩僽儗僀僋丂抏丂峌寕
;--------------------------------------------------
[StateDef 6461]
Type = A
MoveType = A
Physics = N
Anim = 6461
SprPriority = 10

;--------------------懍搙愝掕
[State 6461, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 44.5
Y = 0

;--------------------梿慁僄僼僃僋僩
[State 6461, Explod]
Type = Explod
Trigger1 = Time = 0
Persistent = 0
IgnoreHitPause = 0
Anim = 6465
ID = 6465
Pos = -60, -5
PosType = P1
Facing = 1
BindTime = -1
SuperMove = 0
SprPriority = 10
Scale = 1, 1

;--------------------峌寕愝掕
[State 6461, HitDef]
Type = HitDef
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = A, HP
AnimType  = Hard
Air.AnimType = Back
Damage = 600
GuardFlag = H
Guard.Dist = 320
;Priority = 6, Hit
SprPriority = 10
GetPower = 0, 0
GivePower = 0, 5
PauseTime = 0, 1
SparkXY = 0, 0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = -9,-4
Guard.Velocity = -9
Air.Velocity = -9,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = 0, 0

;--------------------僸僢僩屻張棟
[State 6461, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.75

[State 6461, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31050
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6461, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6461, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6461, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6461, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 7

[State 6461, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------師傊
[State 6461, ChangeState]
Type = ChangeState
Trigger1 = !(ScreenPos X = [-300,620])
Value = 6462

;--------------------枅僼儗乕儉張棟
[State 6461, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6461, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6461, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = -180
Scale = 1.2, 1.2

[State 6461, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

[State 6461, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僴乕僩僽儗僀僋丂抏丂徚柵
;--------------------------------------------------
[StateDef 6462]
Type = A
MoveType = I
Physics = N
SprPriority = 10

[State 6462, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible

[State 6462, RemoveExplod]
Type = RemoveExplod
Trigger1 = NumExplod(6465) > 0
ID = 6465

[State 6461, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僗僺傾丒僓丒僌儞僌僯儖丂抏丂峌寕
;--------------------------------------------------
[StateDef 6471]
Type = A
MoveType = A
Physics = N
Anim = 6471
SprPriority = 10

;--------------------懍搙愝掕
[State 6471, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 50.5
Y = 0

[State 6471, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------梿慁僄僼僃僋僩
[State 6471, Explod]
Type = Explod
Trigger1 = Time = 0
Persistent = 0
IgnoreHitPause = 0
Anim = 6465
ID = 6465
Pos = -80, 0
PosType = P1
Facing = 1
BindTime = -1
SuperMove = 0
SprPriority = 10
Scale = 1.2, 1.2

;--------------------峌寕愝掕
[State 6471, HitDef]
Type = HitDef
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = A, HP
AnimType  = Hard
Air.AnimType = Back
Damage = 110
;GuardFlag = H
Guard.Dist = 0
;Priority = 6, Hit
SprPriority = 10
GetPower = 0, 0
GivePower = 0, 5
PauseTime = 0, 1
SparkXY = 0, 0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = -9,-4
;Guard.Velocity = -9
Air.Velocity = -9,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = 0, 0

;--------------------僸僢僩屻張棟
[State 6471, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.50

[State 6471, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31050
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6471, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6471, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6471, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = Floor(50+0.75*(P2Dist X)-50), Floor(0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6471, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 7

[State 6471, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------師傊
[State 6471, ChangeState]
Type = ChangeState
Trigger1 = !(ScreenPos X = [-300,620])
Value = 6462

;--------------------枅僼儗乕儉張棟
[State 6471, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6471, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6471, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = -180
Scale = 1.5, 1.5

[State 6471, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞僉儞僌儗僀丂弶婜愝掕
;--------------------------------------------------
[StateDef 6540]
Type = A
MoveType = A
Physics = N
Anim = 10001
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6540, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6540, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 2

[State 6540, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = -135

;-------------------- 廔椆
[State 6540, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
Value = 6545

;-------------------- 枅僼儗乕儉張棟
[State 6540, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6540, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6540, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = Var(3)
Scale = 1.5, Var(2)*0.02

[State 6540, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 5, -110

[State 6540, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞僉儞僌儗僀丂峌寕
;--------------------------------------------------
[StateDef 6545]
Type = A
MoveType = A
Physics = N
SprPriority = 10

;--------------------峌寕愝掕
[State 6545, HitDef]
;Type = HitDef
type = Projectile
Trigger1 = time >= 0
;Trigger1 = Parent,Var(34)
;Trigger1 = !MoveContact
;Attr = S, HA
attr = S, NP
AnimType  = Medium
;Air.AnimType = Back
projanim = 10001
projhitanim = -1
projid = 10001
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 0
projremovetime = 2
Damage = -99999999999999999999999999999
;GuardFlag = MA
;Guard.Dist = 0
;Priority = 6, Hit
;SprPriority = 10
GetPower = 0, 0
GivePower = -100000
;PauseTime = 0, 4
;Guard.PauseTime = 0, 0
SparkXY = 0, Floor((P2Dist Y)-40)
;Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = 0,0
;Guard.Velocity = -8
Air.Velocity = 0,0
;AirGuard.Velocity = -6,-4
fall = 1
airfall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = -1000000
p2stateno = 1114;600000






[State reversal]
type = null;ReversalDef 
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7
pausetime = 0,2
p2facing = 1
p2stateno = 169995;600000

[state -2]
type = targetstate
trigger1 = !ishelper
value = 1114;600000
ignorehitpause = 1

;-------------------- 廔椆
[State 6545, ChangeState]
Type = ChangeState
Trigger1 = Time = 200
;Trigger1 = Var(1) >= 70
;Trigger2 = Root,MoveType = H
;Trigger2 = Root,StateNo != [120,159]
Value = 6549

;-------------------- 柍椡忬懺僗僥乕僩傊
[State 6545, ChangeState]
Type = ChangeState
Trigger1 = MoveContact
Value = 6547

;-------------------- 枅僼儗乕儉張棟
[State 6545, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6545, Trans]
Type = Trans
Trigger1 = 1
Trans = Add


[State 6545, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞僉儞僌儗僀丂柍椡忬懺
;--------------------------------------------------
[StateDef 6547]
Type = A
MoveType = A
Physics = N
SprPriority = 10

;-------------------- 廔椆
[State 6547, ChangeState]
Type = ChangeState
Trigger1 = Var(1) >= 70
Trigger2 = Root,MoveType = H
Trigger2 = Root,StateNo != [120,159]
Value = 6549

;-------------------- 峌寕僗僥乕僩傊栠傞
[State 6547, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
Value = 6545

[State 6547, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;-------------------- 枅僼儗乕儉張棟
[State 6547, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6547, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6547, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = Var(3)
Scale = 1.5, Var(2)*0.02

[State 6547, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 5, -110

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

[State 6547, PlaySnd]
Type = PlaySnd
Trigger1 = Var(1) = 10
Persistent = 0
Value = S206, 14

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = Var(1) < 10
V = 2
Value = 2

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = Var(1) >= 20
Trigger1 = Var(3) = [80,90)
V = 3
Value = 2

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = Var(1) >= 20
Trigger1 = Var(3) = [60,80)
V = 3
Value = 3

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = Var(1) >= 20
Trigger1 = Var(3) = [45,60)
V = 3
Value = 6

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = Var(1) >= 20
Trigger1 = Var(3) = [-45,45)
V = 3
Value = 8

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = Var(1) >= 20
Trigger1 = Var(3) = [-120,-45)
V = 3
Value = 6

[State 6547, VarAdd]
Type = VarAdd
Trigger1 = Var(1) >= 20
Trigger1 = Var(3) = [-135,-120)
V = 3
Value = 3

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞僉儞僌儗僀丂廔椆
;--------------------------------------------------
[StateDef 6549]
Type = A
MoveType = I
Physics = N
SprPriority = 10

[State 6549, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = -1

[State 6549, DestroySelf]
Type = DestroySelf
Trigger1 = Var(2) = 0

[State 6549, NotHitBy]
Type = NotHitBy
trigger1 = time >= 0
value = SCA

;-------------------- 枅僼儗乕儉張棟
[State 6549, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6549, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6549, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = Var(3)
Scale = 1.5, Var(2)*0.02

[State 6549, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞僉儞僌儗僀丂岝媴
;--------------------------------------------------
[StateDef 6550]
type = S
movetype = A
ctrl = 0
Anim = 15991
velset = 0,0

[State 1000, 0]
type = ChangeAnim
trigger1 = anim != 15991
value = 15991

[State -1]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%6) = 0
anim = 7094
id = 7094
sprpriority = 9999999
scale = 0.6,0.6
postype = p1
pos = 0,0
bindtime = -1
ontop = 1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add

[State 3020, 1]
type = RemoveExplod
Trigger1 = time >= 196
ID = 7094

[State reversal]
type = ReversalDef 
trigger1 = 1
reversal.attr = SCA,AA,AT,AP,ST,NA,SA,HA,NP,SP,HP
pausetime = 0,2
p2stateno = 100997;p2 (oth)

[State 6551, BindToRoot]
Type = BindToRoot
trigger1 = 1
Time = 1
Pos = 5, -110

;-------------------- 廔椆
[State 6550, DestroySelf]
Type = DestroySelf
Trigger1 = time = 200

[StateDef 6551]
Type = A
MoveType = I
Physics = N
Anim = 6360
SprPriority = 10

;--------------------岝媴奼戝棪
[State 6551, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 15

[State 6551, VarAdd]
Type = VarAdd
Trigger1 = Time = [1,5]
V = 1
Value = 30

[State 6551, VarRandom]
Type = VarRandom
Trigger1 = Time > 5
Trigger1 = Root,StateNo = 3251
V = 1
Range = 50, 60

[State 6551, VarAdd]
Type = VarAdd
Trigger1 = Root,StateNo != 3251
V = 1
Value = -5

[State 6551, VarSet]
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;-------------------- 枅僼儗乕儉張棟
[State 6551, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6551, Trans]
Type = Trans
Trigger1 = 1
Trans = Add


[State 6551, BindToRoot]
Type = BindToRoot
Trigger1 = Root,MoveType != H
Time = 1
Pos = 5, -110

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;-------------------- 廔椆
[State 6551, DestroySelf]
Type = DestroySelf
Trigger1 = time = 200
Trigger2 = parent,stateno = 1112



[Statedef 6508]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7065
sprpriority = 99999

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1


[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 30

[State 6505]
type = AllPalFX
trigger1 = time = 0
time = 7
add = 250,250,250

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 1031, HitDef]
Type = projectile
Trigger1 = time >= 0
projanim                   = 7066
ProjID                     = 7066
projhitanim                = 7066
offset                     = 0,10
postype                    = p1
projscale                  = 3,3
projremove                 = 0
projremovetime             = 1
Attr = A, NP
GuardFlag = M
Guard.Dist = 90
Damage = 10
AnimType = Hard
Air.AnimType = Back
Priority = 20, Hit
PauseTime = 5, 5
HitSound = -1;S100, 2
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = -20,40
Air.Velocity = -20,40
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000
palfx.time = 60
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1031, HitDef]
Type = projectile
Trigger1 = time >= 0
projanim                   = 7066
ProjID                     = 7066
projhitanim                = 7066
offset                     = 0,10
postype                    = p2
projscale                  = 3,3
projremove                 = 0
projremovetime             = 1
Attr = A, NP
GuardFlag = M
Guard.Dist = 90
Damage = 10
AnimType = Hard
Air.AnimType = Back
Priority = 20, Hit
PauseTime = 5, 5
HitSound = -1;S100, 2
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = -20,40
Air.Velocity = -20,40
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000
palfx.time = 60
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[state 6508,1]
type = null;playsnd
trigger1 = animelem = 1
value = 400,32

[state 6508,1]
type = null;playsnd
trigger1 = animelem = 1
value = 400,31

[state 6508,1]
type = playsnd
trigger1 = animelem = 1
value = 400,34

[state 6508,1]
type = playsnd
trigger1 = animelem = 1
value = 400,21

[state 6508,1]
type = EnvShake
trigger1 = animelem = 1
time = 50
ampl = -28
freq = 95
phase = 95

[State 6671, Trans]
Type = Trans
Trigger1 = 1
Trans = Add


[State 6507, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6507,1]
type = destroyself
trigger1 = animtime = 0


[Statedef 6509]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7067
sprpriority = 99999

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 30


[state 6508,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1





[State 6671, Trans]
Type = Trans
Trigger1 = 1
Trans = Add


[State 6509, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6509,1]
type = destroyself
trigger1 = animtime = 0






