
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪対僔儑僢僩侾丂奐巒
;--------------------------------------------------
[StateDef 300]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 300
SprPriority = 1

;--------------------彅悢抣弶婜壔
[State 300, VarSet];僔儑僢僩夞悢
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 20

;--------------------師傊
[State 300, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 301

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪対僔儑僢僩侾丂幩弌
;--------------------------------------------------
[StateDef 301]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 301
SprPriority = 1

;--------------------彅悢抣曄壔
[State 301, VarAdd];僔儑僢僩夞悢
Type = VarAdd
Trigger1 = Time = 0
V = 20
Value = -1




;--------------------抏弌尰
[State 301, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 41,-54
ID = 6000
StateNo = 6000
Name = "P-Shot"

;--------------------岠壥壒
[State 301, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------師傊
[State 301, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(20) > 0
Trigger1 = Command = "holda"
Value = 301

[State 301, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 302

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪対僔儑僢僩侾丂廔椆
;--------------------------------------------------
[StateDef 302]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 302
SprPriority = 1

;--------------------廔椆
[State 302, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 302, 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]棫偪対僔儑僢僩俀丂奐巒
;--------------------------------------------------
[StateDef 305]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 305
SprPriority = 1

;--------------------彅悢抣弶婜壔
[State 305, VarSet];僔儑僢僩夞悢
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 20

;--------------------師傊
[State 305, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 306

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪対僔儑僢僩俀丂幩弌
;--------------------------------------------------
[StateDef 306]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 306
SprPriority = 1

;--------------------彅悢抣曄壔
[State 306, VarAdd];僔儑僢僩夞悢
Type = VarAdd
Trigger1 = Time = 0
V = 20
Value = -1

;--------------------楈椡惂屼
[State 306, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = -(IfElse((PrevStateNo=StateNo), 10, 205))

[State 306, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 306, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 34,-73
ID = 6000
StateNo = 6001
Name = "P-Shot"

;--------------------岠壥壒
[State 306, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------師傊
[State 306, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(20) > 0
Trigger1 = Command = "holda"
Value = 306

[State 306, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 307

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪対僔儑僢僩俀丂廔椆
;--------------------------------------------------
[StateDef 307]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 307
SprPriority = 1

;--------------------廔椆
[State 307, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 307, 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]棫偪廟僔儑僢僩
;--------------------------------------------------
[StateDef 320]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 320
SprPriority = 1

;--------------------楈椡惂屼
[State 320, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 6
V = 40
Value = 0

[State 320, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 6
V = 42
Value = 60

;--------------------抏弌尰
[State 320, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 41,-50
ID = 6020
StateNo = 6020
Name = "K-Shot"

;--------------------岠壥壒
[State 320, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S400, 8
Channel = 1

;--------------------廔椆
[State 320, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 6, >0
MoveType = I

[State 320, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 320, 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]棫偪幩寕侾
;--------------------------------------------------
[StateDef 340]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 340
SprPriority = 1

;--------------------抏弌尰
[State 2392, Helper]
Type = Helper
Trigger1 = animelem = 6
SprPriority = 0
persistent = 0
supermovetime = 999999999
pausemovetime = 9999999999999
PosType = P1
Pos = 32, -47
ID = 6699
StateNo = 6699
ownpal = 1

;--------------------岠壥壒
[State 340, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S206, 2
Channel = 1



;--------------------廔椆
[State 340, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 6, >0
MoveType = I

[State 340, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪幩寕俀
;--------------------------------------------------
[StateDef 345]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 345
SprPriority = 1

[State 345, ChangeState];傾儗儞僕儌乕僪偺応崌
Type = Null;ChangeState
Trigger1 = Var(58) = 1
Trigger1 = Time = 0
Value = StateNo + 50

;--------------------楈椡惂屼
[State 345, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 6
V = 40
Value = -200

[State 345, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 6
V = 42
Value = 60

;--------------------抏弌尰
[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6013
Name = "S-Shot"

[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 345, Helper]
Type = Helper
Trigger1 = AnimElem = 6
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 38,-75
ID = 6010
StateNo = 6013
Name = "S-Shot"

;--------------------岠壥壒
[State 345, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S206, 2
Channel = 1

;--------------------廔椆
[State 345, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 6, >0
MoveType = I

[State 345, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 345, 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]EX棫偪幩寕侾丂奐巒
;--------------------------------------------------
[StateDef 390]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 300
SprPriority = 1

;--------------------彅悢抣弶婜壔
[State 390, VarSet];僔儑僢僩夞悢
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = -1

;--------------------師傊
[State 390, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 391

;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]EX棫偪幩寕侾丂幩弌
;--------------------------------------------------
[StateDef 391]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 301
SprPriority = 1

;--------------------彅悢抣曄壔
[State 391, VarAdd];僔儑僢僩夞悢
Type = VarAdd
Trigger1 = Time = 0
V = 20
Value = 1

;--------------------楈椡惂屼
[State 391, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = -(IfElse((PrevStateNo=StateNo), 10, 205))

[State 391, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 391, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 40,-54
ID = 6060
StateNo = 6060
Name = "S-Shot"

;--------------------岠壥壒
[State 391, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------師傊
[State 391, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(20) < 6
Value = 391

[State 391, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 392

;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]EX棫偪幩寕侾丂廔椆
;--------------------------------------------------
[StateDef 392]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 302
SprPriority = 1

;--------------------廔椆
[State 392, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 392, 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]EX棫偪幩寕俀丂奐巒
;--------------------------------------------------
[StateDef 395]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 305
SprPriority = 1

;--------------------彅悢抣弶婜壔
[State 395, VarSet];僔儑僢僩夞悢
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = -1

;--------------------師傊
[State 395, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 396

;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]EX棫偪幩寕俀丂幩弌
;--------------------------------------------------
[StateDef 396]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 306
SprPriority = 1

;--------------------彅悢抣曄壔
[State 396, VarAdd];僔儑僢僩夞悢
Type = VarAdd
Trigger1 = Time = 0
V = 20
Value = 1

;--------------------楈椡惂屼
[State 396, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = -(IfElse((PrevStateNo=StateNo), 10, 205))

[State 396, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 396, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 38,-75
ID = 6060
StateNo = 6061
Name = "S-Shot"

;--------------------岠壥壒
[State 396, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------師傊
[State 396, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(20) < 6
Value = 396

[State 396, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 397

;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]EX棫偪幩寕俀丂廔椆
;--------------------------------------------------
[StateDef 397]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 307
SprPriority = 1

;--------------------廔椆
[State 397, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 397, 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]孅対僔儑僢僩
;--------------------------------------------------
[StateDef 500]
Type = C
MoveType = A
Physics = C
Ctrl = 0
Anim = 500
SprPriority = 1

;--------------------楈椡惂屼
[State 500, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 5
V = 40
Value = 0

[State 500, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 5
V = 42
Value = 60

;--------------------抏弌尰
[State 500, Helper]
Type = Helper
Trigger1 = AnimElem = 5
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 0, -45
ID = 6030
StateNo = 6030
Name = "P-Shot"

;--------------------岠壥壒
[State 500, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = S206, 1
Channel = 1

;--------------------廔椆
[State 500, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 5, >0
MoveType = I

[State 500, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

[State 500, 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]孅廟僔儑僢僩丂奐巒
;--------------------------------------------------
[StateDef 520]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 520
SprPriority = 1

;--------------------師傊
[State 520, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 521

;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]孅廟僔儑僢僩丂廔椆
;--------------------------------------------------
[StateDef 521]
Type = A
MoveType = A
Physics = A
Ctrl = 0
VelSet = -3.5, -8.5
Anim = 521
SprPriority = 1

;--------------------楈椡惂屼
[State 521, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 5
V = 40
Value = 0

[State 521, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 5
V = 42
Value = 60

;--------------------抏弌尰
[State 521, Helper]
Type = Helper
Trigger1 = AnimElem = 5
SprPriority = 10
OwnPal = 1
PosType = P1
Pos = 20,-30
ID = 6020
StateNo = 6021
Name = "K-Shot"

;--------------------岠壥壒
[State 521, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = S400, 8
Channel = 1

[State 521, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 5, >0
MoveType = I

[State 521, 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]孅幩寕
;--------------------------------------------------
[StateDef 540]
Type = C
MoveType = A
Physics = C
Ctrl = 0
Anim = 540
SprPriority = 1

;--------------------楈椡惂屼
[State 540, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 4
V = 40
Value = 0

[State 540, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 4
V = 42
Value = 60

;--------------------抏弌尰
[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6013
Name = "S-Shot"

[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 540, Helper]
Type = Helper
Trigger1 = AnimElem = 4
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 30,-52
ID = 6010
StateNo = 6013
Name = "S-Shot"

;--------------------岠壥壒
[State 540, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S206, 2
Channel = 1

;--------------------廔椆
[State 540, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 4, >0
MoveType = I

[State 540, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

[State 540, 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]嬻拞対僔儑僢僩侾丂奐巒
;--------------------------------------------------
[Statedef 700]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 700
SprPriority = 1

;--------------------懍搙愝掕
[State 700, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.2
Y = 0.2

[State 700, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 2
Y = 2

[State 700, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------彅悢抣弶婜壔
[State 700, VarSet];僔儑僢僩夞悢
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 20

;--------------------師傊
[State 700, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 701

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞対僔儑僢僩侾丂幩弌
;--------------------------------------------------
[StateDef 701]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 701
SprPriority = 1

;--------------------懍搙愝掕
[State 701, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
Y = 0

[State 701, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------彅悢抣曄壔
[State 701, VarAdd];僔儑僢僩夞悢
Type = VarAdd
Trigger1 = Time = 0
V = 20
Value = -1

;--------------------楈椡惂屼
[State 701, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = -(IfElse((PrevStateNo=StateNo), 10, 205))

[State 701, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 701, Helper]
Type = Helper
Trigger1 = Time = 0
SprPriority = 10
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6000
StateNo = 6002
Name = "P-Shot"

;--------------------岠壥壒
[State 701, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------師傊
[State 701, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(20) > 0
Trigger1 = Command = "holda"
Value = 701

[State 701, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 702

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞対僔儑僢僩侾丂廔椆
;--------------------------------------------------
[StateDef 702]
Type = A
MoveType = I
Physics = A
Ctrl = 0
Anim = 702
SprPriority = 1

;--------------------廔椆
[State 702, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 14
Value = 41
Elem = 11

[State 702, ChangeState]
Type = ChangeState
Trigger1 = Time = 14
Trigger1 = Floor(Pos Y) < 0
Value = 51
Ctrl = 1

[State 702, 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]嬻拞対僔儑僢僩俀丂奐巒
;--------------------------------------------------
[Statedef 705]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 705
SprPriority = 1

;--------------------懍搙愝掕
[State 705, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.2
Y = 0.2

[State 705, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 705, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------彅悢抣弶婜壔
[State 705, VarSet];僔儑僢僩夞悢
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 20

;--------------------師傊
[State 705, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 706

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞対僔儑僢僩俀丂幩弌
;--------------------------------------------------
[StateDef 706]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 706
SprPriority = 1

;--------------------懍搙愝掕
[State 706, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
Y = 0

[State 706, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------彅悢抣曄壔
[State 706, VarAdd];僔儑僢僩夞悢
Type = VarAdd
Trigger1 = Time = 0
V = 20
Value = -1

;--------------------楈椡惂屼
[State 706, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = -(IfElse((PrevStateNo=StateNo), 10, 205))

[State 706, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 706, Helper]
Type = Helper
Trigger1 = Time = 0
SprPriority = 10
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6000
StateNo = 6003
Name = "P-Shot"

;--------------------岠壥壒
[State 706, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------師傊
[State 706, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Var(20) > 0
Trigger1 = Command = "holda"
Value = 706

[State 706, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 707

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞対僔儑僢僩俀丂廔椆
;--------------------------------------------------
[StateDef 707]
Type = A
MoveType = I
Physics = A
Ctrl = 0
Anim = 707
SprPriority = 1

;--------------------廔椆
[State 707, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 14
Value = 41
Elem = 11

[State 707, ChangeState]
Type = ChangeState
Trigger1 = Time = 14
Trigger1 = Floor(Pos Y) < 0
Value = 51
Ctrl = 1

[State 707, 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]嬻拞廟僔儑僢僩侾丂奐巒
;--------------------------------------------------
[Statedef 720]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 720
SprPriority = 1

;--------------------懍搙愝掕
[State 720, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 720, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 720, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------師傊
[State 720, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 721

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞廟僔儑僢僩侾丂廔椆
;--------------------------------------------------
[StateDef 721]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 721
SprPriority = 1

;--------------------懍搙愝掕
[State 721, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = -12
Y = -15

[State 721, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 721, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Y = 0

;--------------------楈椡惂屼
[State 721, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = 0

[State 721, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 721, Helper]
Type = Helper
Trigger1 = Time = 0
SprPriority = 10
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 15,-49
ID = 6020
StateNo = 6020
Name = "K-Shot"

;--------------------岠壥壒
[State 721, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 8
Channel = 1

;--------------------廔椆
[State 721, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time > 0
MoveType = I

[State 721, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 0

[State 721, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 32
Value = 41
Elem = 11

[State 721, ChangeState]
Type = ChangeState
Trigger1 = Time = 32
Value = 51
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞廟僔儑僢僩俀丂奐巒
;--------------------------------------------------
[Statedef 725]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 725
SprPriority = 1

;--------------------懍搙愝掕
[State 725, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 725, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 725, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------師傊
[State 725, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 726

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞廟僔儑僢僩俀丂廔椆
;--------------------------------------------------
[StateDef 726]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 726
SprPriority = 1

;--------------------懍搙愝掕
[State 726, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = -4
Y = -5

[State 726, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 726, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Y = 0

;--------------------楈椡惂屼
[State 726, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = -200

[State 726, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 726, Helper]
Type = Helper
Trigger1 = Time = 0
SprPriority = 10
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 12,-36
ID = 6020
StateNo = 6021
Name = "K-Shot"

;--------------------岠壥壒
[State 726, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 8
Channel = 1

;--------------------廔椆
[State 726, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time > 0
MoveType = I

[State 726, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 0

[State 726, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 32
Value = 41
Elem = 11

[State 726, ChangeState]
Type = ChangeState
Trigger1 = Time = 32
Value = 51
Ctrl = 1

[State 726, 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]嬻拞幩寕侾丂奐巒
;--------------------------------------------------
[Statedef 740]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 740
SprPriority = 1

;--------------------懍搙愝掕
[State 740, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 740, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 740, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------師傊
[State 740, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 741

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞幩寕侾丂廔椆
;--------------------------------------------------
[StateDef 741]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 741
SprPriority = 1

;--------------------懍搙愝掕
[State 741, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = -12/3.5
Y = -5

[State 741, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)/1.5

[State 741, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Y = 0

;--------------------楈椡惂屼
[State 741, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = 0

[State 741, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6013
Name = "S-Shot"

[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 741, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 15,-49
ID = 6010
StateNo = 6013
Name = "S-Shot"

;--------------------岠壥壒
[State 741, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------廔椆
[State 741, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time > 0
MoveType = I

[State 741, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 0

[State 741, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 32
Value = 41
Elem = 11

[State 741, ChangeState]
Type = ChangeState
Trigger1 = Time = 32
Value = 51
Ctrl = 1

[State 741, 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]嬻拞幩寕俀丂奐巒
;--------------------------------------------------
[Statedef 745]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 745
SprPriority = 1

;--------------------懍搙愝掕
[State 745, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 745, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 745, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

;--------------------師傊
[State 745, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 746

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞幩寕俀丂廔椆
;--------------------------------------------------
[StateDef 746]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 746
SprPriority = 1

;--------------------懍搙愝掕
[State 746, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = -12/4.5
Y = -5

[State 746, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)/1.5

[State 746, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Y = 0

;--------------------楈椡惂屼
[State 746, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 40
Value = 0

[State 746, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = Time = 0
V = 42
Value = 60

;--------------------抏弌尰
[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6013
Name = "S-Shot"

[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6010
Name = "S-Shot"

[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6011
Name = "S-Shot"

[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6012
Name = "S-Shot"

[State 746, Helper]
Type = Helper
Trigger1 = Time = 0
PauseMoveTime = 0
Persistent = 0
PosType = P1
Pos = 12,-36
ID = 6010
StateNo = 6013
Name = "S-Shot"

;--------------------岠壥壒
[State 746, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 2
Channel = 1

;--------------------廔椆
[State 746, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time > 0
MoveType = I

[State 746, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 0

[State 746, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 32
Value = 41
Elem = 11

[State 746, ChangeState]
Type = ChangeState
Trigger1 = Time = 32
Value = 51
Ctrl = 1

[State 746, 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
;	[僿儖僷乕]対僔儑僢僩丂抏侾丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6000乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;
;------------------------------
[StateDef 6000]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6000, VarRandom];妏搙
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -150, 100

;--------------------懍搙愝掕
[State 6000, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  5*Cos(0.1*Var(1)*(Pi/180))
Y = -10*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6000, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6000, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6000, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6000, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]対僔儑僢僩丂抏俀丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6000乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;
;------------------------------
[StateDef 6001]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6001, VarRandom];妏搙
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 100, 100

;--------------------懍搙愝掕
[State 6001, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  10*Cos(0.1*Var(1)*(Pi/180))
Y = -25*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6001, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6001, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6001, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6001, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6001, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]対僔儑僢僩丂抏俁丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6000乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;
;------------------------------
[StateDef 6002]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6002, VarRandom];妏搙
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -100, 100

;--------------------懍搙愝掕
[State 6002, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  10*Cos(0.1*Var(1)*(Pi/180))
Y = -25*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6002, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6002, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6002, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6002, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6002, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]対僔儑僢僩丂抏係丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6000乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;
;------------------------------
[StateDef 6003]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6003, VarRandom];妏搙
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -100, -350

;--------------------懍搙愝掕
[State 6003, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  10*Cos(0.1*Var(1)*(Pi/180))
Y = -25*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6003, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6003, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6003, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6003, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6003, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]対僔儑僢僩丂抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6000乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6005]
Type = A
MoveType = A
Physics = N

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6005, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------僌儗僀僘桳岠忦審
[State 6005, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = (EnemyNear,StateNo) = [100,119]
Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = I

;--------------------僌儗僀僘柍岠忦審
[State 6005, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = !((EnemyNear,StateNo) = [100,119])
Trigger1 = !(((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = A

;--------------------憡嶦張棟
[State 6005, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6005, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6009
IgnoreHitPause = 1


;========== 僌儗僀僘帪偺張棟 ==========

;--------------------僌儗僀僘張棟忦審
[State 6005, ParentVarSet];僌儗僀僘壒
Type = ParentVarSet
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 15+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
V = 19
Value = 1

[State 6005, Explod];僌儗僀僘僄僼僃僋僩
Type = Explod
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 15+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Persistent = 0
Anim = 31600
ID = 31000
Pos = 10, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6005, ChangeState]
Type = ChangeState
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 15+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Value = 6006

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 6005, HitDef]
;Type = HitDef
Type                       = projectile
trigger1 = p2BodyDist X < 3
trigger1 = (GameTime%5) = 0
Attr = A, NP
projanim                   = 6061
ProjID                     = 6005
projhitanim                = 6061
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
;Priority = 1, Hit
SparkNo                    = s31010
Guard.SparkNo              = s31500
SparkXY                    = 0,0
HitSound                   = s100,1
GuardSound                 = s100,9
Damage = 15
PauseTime = 10, 10
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = -7.5
Air.Velocity = -5,-4
P1SprPriority = 9
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(16*Parent,FVar(10))
HitOnce = 1
Guard.Kill = 0
GetPower = 10, 0
GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------僸僢僩屻張棟
[State 6005, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.98

[State 6005, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31010
ID = 31000
Pos = 10, 0
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 6005, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 10, 0
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6005, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 2

[State 6005, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------峌寕姰椆忦審
[State 6005, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
trigger1 = p2BodyDist X < -3
Value = 6009

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6005, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
Value = 30150

;--------------------枅僼儗乕儉張棟
[State 6005, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6005, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6005, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6005, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 9

;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]対僔儑僢僩丂抏丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6000乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;
;------------------------------
[StateDef 6006]
Type = A
MoveType = I
Physics = N

;--------------------暅婣
[State 6006, ChangeState]
Type = ChangeState
Trigger1 = Time > 1
Value = 6005

;--------------------徚柵忦審
[State 6006, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
Value = 30150

;--------------------憡嶦張棟
[State 6006, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6006, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6009
IgnoreHitPause = 1

;--------------------枅僼儗乕儉張棟
[State 6006, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6006, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6006, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 9

;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]対僔儑僢僩丂抏丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6000乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;
;------------------------------
[StateDef 6009]
Type = A
MoveType = I
Physics = N

;--------------------徚柵忦審
[State 6009, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = !(ScreenPos X = [-100,420])
Trigger2 = !(ScreenPos Y = [-100,340])
Trigger3 = Var(2) <= 0

;--------------------柧搙愝掕
[State 6009, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

[State 6009, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = -26

[State 6009, VarSet]
Type = VarSet
Trigger1 = Var(2) < 0
V = 2
Value = 0

[State 6009, 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 6009, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6009, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6009, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6009, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 9

[State 6009, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]幩寕丂抏侾丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6010乣6013丄6005乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	懍搙
;
;------------------------------
[StateDef 6010]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6010, VarRandom];妏搙侾
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 340
V = 1
Range = -150, -75

[State 6010, VarRandom];妏搙俀
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 345
V = 1
Range = 50, 125

[State 6010, VarRandom];妏搙俁
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 540
V = 1
Range = 300, 375

[State 6010, VarRandom];妏搙係
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 741
V = 1
Range = -100, -50

[State 6010, VarRandom];妏搙俆
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 746
V = 1
Range = -350, -300

[State 6010, VarRandom];懍搙
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 80, 120

;--------------------懍搙愝掕
[State 6010, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  10.1*Var(3)*Cos(0.1*Var(1)*(Pi/180))
Y = -10.1*Var(3)*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6010, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6010, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6010, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6010, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6010, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]幩寕丂抏俀丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6010乣6013丄6005乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	懍搙
;
;------------------------------
[StateDef 6011]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6011, VarRandom];妏搙侾
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 340
V = 1
Range = -75, 0

[State 6011, VarRandom];妏搙俀
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 345
V = 1
Range = 125, 200

[State 6011, VarRandom];妏搙俁
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 540
V = 1
Range = 375, 450

[State 6011, VarRandom];妏搙係
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 741
V = 1
Range = -50, 0

[State 6011, VarRandom];妏搙俆
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 746
V = 1
Range = -300, -250

[State 6011, VarRandom];懍搙
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 80, 120

;--------------------懍搙愝掕
[State 6011, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  10.1*Var(3)*Cos(0.1*Var(1)*(Pi/180))
Y = -10.1*Var(3)*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6011, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6011, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6011, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6011, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6011, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]幩寕丂抏俁丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6010乣6013丄6005乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	懍搙
;
;------------------------------
[StateDef 6012]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6012, VarRandom];妏搙侾
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 340
V = 1
Range = 0, 75

[State 6012, VarRandom];妏搙俀
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 345
V = 1
Range = 200, 275

[State 6012, VarRandom];妏搙俁
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 540
V = 1
Range = 450, 525

[State 6012, VarRandom];妏搙係
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 741
V = 1
Range = 0, 50

[State 6012, VarRandom];妏搙俆
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 746
V = 1
Range = -250, -200

[State 6012, VarRandom];懍搙
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 80, 120

;--------------------懍搙愝掕
[State 6012, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  0.1*Var(3)*Cos(0.1*Var(1)*(Pi/180))
Y = -0.1*Var(3)*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6012, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6012, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6012, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6012, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6012, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]幩寕丂抏係丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6010乣6013丄6005乣6009嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	懍搙
;
;------------------------------
[StateDef 6013]
Type = A
MoveType = A
Physics = N
Anim = 6000
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6013, VarRandom];妏搙侾
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 340
V = 1
Range = 75, 150

[State 6013, VarRandom];妏搙俀
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 345
V = 1
Range = 275, 350

[State 6013, VarRandom];妏搙俁
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 540
V = 1
Range = 525, 600

[State 6013, VarRandom];妏搙係
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 741
V = 1
Range = 50, 100

[State 6013, VarRandom];妏搙俆
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = Root,StateNo = 746
V = 1
Range = -200, -150

[State 6013, VarRandom];懍搙
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 80, 120

;--------------------懍搙愝掕
[State 6013, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  0.1*Var(3)*Cos(0.1*Var(1)*(Pi/180))
Y = -0.1*Var(3)*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6013, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6005

;--------------------枅僼儗乕儉張棟
[State 6013, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.5, 0.5

[State 6013, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6013, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6013, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]廟僔儑僢僩丂抏侾丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6020乣6021丄6025乣6029嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	椫敪惗僞僀儈儞僌
;
;------------------------------
[StateDef 6020]
Type = A
MoveType = A
Physics = N
Anim = 7005
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6020, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6020, VarSet];椫敪惗僞僀儈儞僌
Type = VarSet
Trigger1 = Time >= 0
V = 3
Value = Time

;--------------------懍搙愝掕
[State 6020, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 0*cos(-0.1*Var(1)*(PI/180))
Y = 0*sin(-0.1*Var(1)*(PI/180))

;--------------------師傊
[State 6020, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6025

;--------------------枅僼儗乕儉張棟
[State 6020, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.2

[State 6020, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6020, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6020, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]廟僔儑僢僩丂抏俀丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6020乣6021丄6025乣6029嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	椫敪惗僞僀儈儞僌
;
;------------------------------
[StateDef 6021]
Type = A
MoveType = A
Physics = N
Anim = 7005
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6021, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = -200

[State 6021, VarSet];椫敪惗僞僀儈儞僌
Type = VarSet
Trigger1 = Time >= 0
V = 3
Value = Time

;--------------------懍搙愝掕
[State 6021, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 0*cos(-0.1*Var(1)*(PI/180))
Y = 0*sin(-0.1*Var(1)*(PI/180))

;--------------------師傊
[State 6021, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6025

;--------------------枅僼儗乕儉張棟
[State 6021, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.2

[State 6021, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6021, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6021, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]廟僔儑僢僩丂椫
;--------------------------------------------------
;奺Var偵偮偄偰乮St6024撈帺乯
;  Var( 1)	抏偺妏搙
;  Var( 3)	柧搙
; FVar( 1)	奼戝棪 X
; FVar( 2)	奼戝棪 Y
;
;------------------------------
[StateDef 6024]
Type = A
MoveType = I
Physics = N
Anim = 6025
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6024, VarSet];抏偺妏搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Parent,Var(1)

;--------------------奼戝棪愝掕
[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.26

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 1
FV = 1
Value = 0.38

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 2
FV = 1
Value = 0.48

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 3
FV = 1
Value = 0.57

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 4
FV = 1
Value = 0.66

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 5
FV = 1
Value = 0.73

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 6
FV = 1
Value = 0.79

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 7
FV = 1
Value = 0.84

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 8
FV = 1
Value = 0.87

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 9
FV = 1
Value = 0.89

[State 6024, VarAdd] 
Type = VarAdd
Trigger1 = Time >= 10
FV = 1
Value = 0.01

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.5

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 1
FV = 2
Value = 0.75

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 2
FV = 2
Value = 0.94

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 3
FV = 2
Value = 1.13

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 4
FV = 2
Value = 1.29

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 5
FV = 2
Value = 1.42

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 6
FV = 2
Value = 1.55

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 7
FV = 2
Value = 1.64

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 8
FV = 2
Value = 1.72

[State 6024, VarSet] 
Type = VarSet
Trigger1 = Time = 9
FV = 2
Value = 1.76

[State 6024, VarAdd] 
Type = VarAdd
Trigger1 = Time >= 10
FV = 2
Value = 0.02

;--------------------枅僼儗乕儉張棟
[State 6024, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.5*FVar(1), 0.5*FVar(2)

[State 6024, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6024, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------柧搙愝掕
[State 6024, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 256

[State 6024, VarAdd]
Type = VarAdd
Trigger1 = Time >= 9
V = 3
Value = -30

[State 6024, VarSet]
Type = VarSet
Trigger1 = Var(3) < 0
V = 3
Value = 0

[State 6024, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(3), Var(3), Var(3)

;--------------------徚柵忦審
[State 6024, DestroySelf]
Type = DestroySelf
Trigger1 = time = 13

;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]廟僔儑僢僩丂抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6020乣6021丄6025乣6029嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	椫敪惗僞僀儈儞僌
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6025]
Type = A
MoveType = A
Physics = N

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6025, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------僌儗僀僘桳岠忦審
[State 6025, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = (EnemyNear,StateNo) = [100,119]
Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = I

;--------------------僌儗僀僘柍岠忦審
[State 6025, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = !((EnemyNear,StateNo) = [100,119])
Trigger1 = !(((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = A

;--------------------憡嶦張棟
[State 6025, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6025, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6026
IgnoreHitPause = 1

;========== 僌儗僀僘帪偺張棟 ==========

;--------------------僌儗僀僘張棟忦審
[State 6025, ParentVarSet];僌儗僀僘壒
Type = ParentVarSet
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 35+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
V = 19
Value = 1

[State 6025, Explod];僌儗僀僘僄僼僃僋僩
Type = Explod
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 35+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Persistent = 0
Anim = 31600
ID = 31000
Pos = 30, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6025, ChangeState]
Type = ChangeState
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 35+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Value = 6026

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 6025, HitDef]
;Type = HitDef
Type                       = projectile
Trigger1 = MoveType = A
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = A, NP
projanim                   = 70101
ProjID                     = 6025
projhitanim                = 70101
offset                     = 30,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
;Priority = 1, Hit
SparkNo                    = s31010
Guard.SparkNo              = s31500
SparkXY                    = 0,0
GuardSound                 = s100,9
Damage = 50
PauseTime = 0, 0
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = -7.5
Air.Velocity = -5,-4
P1SprPriority = 9
Fall = 1
Air.Fall = 1
Fall.Recover = 0
HitOnce = 1
Guard.Kill = 0
GetPower = 10, 0
GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
HitSound = S400, 12
;--------------------僸僢僩屻張棟
[State 6025, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.85

[State 6025, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 30, 0
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 6025, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 30, 0
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 6025, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 30, 0
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6025, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 30, 0
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 6025, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 3

[State 6025, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------峌寕忬懺姰椆
[State 6025, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = time = 4
Value = 6029

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6025, ChangeState]
Type = destroyself
Trigger1 = time = 12
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
;Value = 30150

;--------------------枅僼儗乕儉張棟
[State 6025, AngleDraw]
Type = AngleDraw
Trigger1 = time >= 0
Trigger1 = time <= 6
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.7

[State 6025, AngleDraw]
Type = AngleDraw
Trigger1 = time >= 6
Trigger1 = time <= 8
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.6

[State 6025, AngleDraw]
Type = AngleDraw
Trigger1 = time >= 8
Trigger1 = time <= 10
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.3

[State 6025, AngleDraw]
Type = AngleDraw
Trigger1 = time >= 10
Trigger1 = time <= 12
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.1

[State 6025, Trans]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

[State 6025, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6025, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

[State 6025, Helper];椫
Type = null;Helper
Trigger1 = Var(3)%5 = 3
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6024
StateNo = 6024
Name = "Circle"

[State 6025, VarAdd] 
Type = VarAdd
Trigger1 = 1
V = 3
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]廟僔儑僢僩丂抏丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6020乣6021丄6025乣6029嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	椫敪惗僞僀儈儞僌
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6026]
Type = A
MoveType = I
Physics = N

;--------------------暅婣
[State 6026, ChangeState]
Type = ChangeState
Trigger1 = Time > 1
Value = 6025

;--------------------徚柵忦審
[State 6026, ChangeState]
Type = ChangeState
Trigger1 = time >= 0
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
Value = 30150

;--------------------憡嶦張棟
[State 6026, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6026, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6026
IgnoreHitPause = 1

;--------------------枅僼儗乕儉張棟
[State 6026, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.2

[State 6026, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6026, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6026, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

[State 6026, Helper];椫僿儖僷乕
Type = null;Helper
Trigger1 = Var(3)%5 = 3
OwnPal = 1
PosType = P1
Pos = 0,0
ID = 6024
StateNo = 6024
Name = "Circle"

[State 6026, VarAdd] 
Type = VarAdd
Trigger1 = 1
V = 3
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]廟僔儑僢僩丂抏丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6020乣6021丄6025乣6029嫟捠乯
;  Var( 1)	妏搙
;  Var( 2)	柧搙
;  Var( 3)	椫敪惗僞僀儈儞僌
;
;------------------------------
[StateDef 6029]
Type = A
MoveType = I
Physics = N

;--------------------徚柵忦審
[State 6029, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0
Trigger1 = Time = 6
;Trigger1 = Var(2) <= 0
;Trigger1 = Var(3)%5 != 3
Trigger2 = animTime = 0
;--------------------柧搙愝掕
[State 6029, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

[State 6029, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = -26

[State 6029, VarSet]
Type = VarSet
Trigger1 = Var(2) < 0
V = 2
Value = 0

[State 6029, 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 6029, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 2.5, 0.2

[State 6029, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6029, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6029, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

[State 6029, Helper];椫僿儖僷乕
Type = null;Helper
Trigger1 = Var(3)%5 = 3
OwnPal = 1
PosType = P1
Pos = 0,0
ID = 6024
StateNo = 6024
Name = "Circle"

[State 6029, VarAdd] 
Type = VarAdd
Trigger1 = 1
V = 3
Value = 1

[State 6029, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]孅対僔儑僢僩丂抏丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6030乣6039嫟捠乯
;  Var( 1)	Time
;
;------------------------------
[StateDef 6030]
Type = A
MoveType = A
Physics = N
Anim = 6030
SprPriority = 1

;--------------------彅悢抣愝掕
[State 6030, VarSet]
Type = VarSet
Trigger1 = 1
V = 1
Value = Time

;--------------------懍搙愝掕
[State 6030, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 8

;--------------------師傊
[State 6030, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6035

;--------------------枅僼儗乕儉張棟
[State 6030, Explod]
Type = Explod
Trigger1 = Var(1)%5 = 0
IgnoreHitPause = 0
Anim = 6031
ID = 6030
Pos = 40, 0
PosType = P1
SuperMove = 0
SprPriority = 10
OwnPal = 1

[State 6030, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]孅対僔儑僢僩丂抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6030乣6039嫟捠乯
;  Var( 1)	Time
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6035]
Type = A
MoveType = A
Physics = N

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6035, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------僌儗僀僘桳岠忦審
[State 6035, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = (EnemyNear,StateNo) = [100,119]
Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = I

;--------------------僌儗僀僘柍岠忦審
[State 6035, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = !((EnemyNear,StateNo) = [100,119])
Trigger1 = !(((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = A

;--------------------憡嶦張棟
[State 6035, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6035, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6038
IgnoreHitPause = 1

;========== 僌儗僀僘帪偺張棟 ==========

;--------------------僌儗僀僘張棟忦審
[State 6035, ParentVarSet];僌儗僀僘壒
Type = ParentVarSet
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-22-(EnemyNear,Const(Size.Ground.Front)), 22+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-22, 22-(EnemyNear,Const(Size.Head.Pos.Y))]
V = 19
Value = 1

[State 6035, Explod];僌儗僀僘僄僼僃僋僩
Type = Explod
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-22-(EnemyNear,Const(Size.Ground.Front)), 22+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-22, 22-(EnemyNear,Const(Size.Head.Pos.Y))]
Persistent = 0
Anim = 31600
ID = 31000
Pos = 20, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6035, ChangeState]
Type = ChangeState
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-22-(EnemyNear,Const(Size.Ground.Front)), 22+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-22, 22-(EnemyNear,Const(Size.Head.Pos.Y))]
Value = 6036

;========== 峌寕帪偺張棟 ==========

;------------------------------峌寕愝掕
[State 6035, HitDef]
Type = projectile
trigger1 = p2BodyDist X < 3
Attr = A, NP
projanim                   = 66801
ProjID                     = 6035
projhitanim                = 66801
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
;Priority = 1, Hit
SparkNo                    = s31010
Guard.SparkNo              = s31500
SparkXY                    = 0,0
HitSound                   = s100,2
GuardSound                 = s100,9
Damage = 150
PauseTime = 0, 0
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = -7.5
Air.Velocity = -5,-4
P1SprPriority = 9
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(16*Parent,FVar(10))
HitOnce = 1
Guard.Kill = 0
GetPower = 10, 0
GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------僸僢僩屻張棟
[State 6035, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.93

[State 6265, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31010
ID = 31000
Pos = 20, 0
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 6265, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 20, 0
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6035, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 3

[State 6035, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------峌寕姰椆忦審
[State 6035, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 6036

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6035, ChangeState]
Type = ChangeState
;Trigger1 = Var(1) > 52
Trigger1 = time = 52
Value = 6038

;--------------------徚柵忦審
[State 6035, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Value = 6039

;--------------------枅僼儗乕儉張棟
[State 6035, Explod]
Type = Explod
Trigger1 = Var(1) <= 35
Trigger1 = Var(1)%5 = 0
IgnoreHitPause = 0
Anim = 6031
ID = 6030
Pos = IfElse(Vel X>0,Floor(Vel X*2.5),0), 0
PosType = P1
SuperMove = 0
SprPriority = 10
OwnPal = 1

[State 6035, VelAdd]
Type = VelAdd
Trigger1 = Vel X > 0
X = -0.2

[State 6035, VelAdd]
Type = VelSet
Trigger1 = Vel X < 0
X = 0

[State 6035, 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]孅対僔儑僢僩丂抏丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6030乣6039嫟捠乯
;  Var( 1)	Time
;
;------------------------------
[StateDef 6036]
Type = A
MoveType = I
Physics = N

;--------------------暅婣
[State 6036, ChangeState]
Type = ChangeState
Trigger1 = Time >= 5
Value = 6035

;--------------------徚柵忦審
[State 6036, ChangeState]
Type = ChangeState
Trigger1 = Var(1) > 52
Value = 6038

[State 6036, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Value = 6039

;--------------------憡嶦張棟
[State 6036, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6036, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6038
IgnoreHitPause = 1

;--------------------枅僼儗乕儉張棟
[State 6036, Explod]
Type = Explod
Trigger1 = Var(1) <= 35
Trigger1 = Var(1)%5 = 0
IgnoreHitPause = 0
Anim = 6031
ID = 6030
Pos = IfElse(Vel X>0,Floor(Vel X*2.5),0), 0
PosType = P1
SuperMove = 0
SprPriority = 10
OwnPal = 1

[State 6036, VelAdd]
Type = VelAdd
Trigger1 = Vel X > 0
X = -0.2

[State 6036, VelAdd]
Type = VelSet
Trigger1 = Vel X < 0
X = 0

[State 6036, 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]孅対僔儑僢僩丂抏丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6030乣6039嫟捠乯
;  Var( 1)	Time
;
;------------------------------
[StateDef 6038]
Type = A
MoveType = I
Physics = N

;--------------------徚柵忦審
[State 6038, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) > 70

;--------------------枅僼儗乕儉張棟
[State 6038, VelAdd]
Type = VelAdd
Trigger1 = Vel X > 0
X = -0.2

[State 6038, VelAdd]
Type = VelSet
Trigger1 = Vel X < 0
X = 0

[State 6038, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

[State 6038, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]孅対僔儑僢僩丂抏丂杮懱旐抏徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6030乣6039嫟捠乯
;  Var( 1)	Time
;
;------------------------------
[StateDef 6039]
Type = A
MoveType = I
Physics = N

;--------------------徚柵忦審
[State 6039, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0

;--------------------僄僼僃僋僩徚嫀
[State 6039, RemoveExplod]
Type = RemoveExplod
Trigger1 = Time = 0
Trigger1 = NumExplod(6031) > 0
ID = 6031

;--------------------枅僼儗乕儉張棟
[State 6039, VelAdd]
Type = VelAdd
Trigger1 = Vel X > 0
X = -0.2

[State 6039, VelAdd]
Type = VelSet
Trigger1 = Vel X < 0
X = 0

[State 6039, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]EX幩寕丂抏侾丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6060乣6069嫟捠乯
;  Var( 1)	傾僯儊No
;  Var( 2)	妏搙
;  Var( 3)	柧搙
;
;------------------------------
[StateDef 6060]
Type = A
MoveType = A
Physics = N
Anim = 6060
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6060, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Root,Var(20)

[State 6060, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 4*(Var(1)-3)

[State 6060, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6060+Var(1)

;--------------------懍搙愝掕
[State 6060, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  20*Cos(Var(2)*(Pi/180))
Y = -20*Sin(Var(2)*(Pi/180))

;--------------------師傊
[State 6060, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6065

;--------------------枅僼儗乕儉張棟
[State 6060, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = Var(2)
Scale = 0.5, 0.5

[State 6060, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6060, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]EX幩寕丂抏俀丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6060乣6069嫟捠乯
;  Var( 1)	傾僯儊No
;  Var( 2)	妏搙
;  Var( 3)	柧搙
;
;------------------------------
[StateDef 6061]
Type = A
MoveType = A
Physics = N
Anim = 6060
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6061, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Root,Var(20)

[State 6061, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 30+6*(Var(1)-3)

[State 6061, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6060+Var(1)

;--------------------懍搙愝掕
[State 6061, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  20*Cos(Var(2)*(Pi/180))
Y = -20*Sin(Var(2)*(Pi/180))

;--------------------師傊
[State 6061, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6065

;--------------------枅僼儗乕儉張棟
[State 6061, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = Var(2)
Scale = 0.5, 0.5

[State 6061, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6061, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]EX幩寕丂抏俁丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6060乣6069嫟捠乯
;  Var( 1)	傾僯儊No
;  Var( 2)	妏搙
;  Var( 3)	柧搙
;
;------------------------------
[StateDef 6062]
Type = A
MoveType = A
Physics = N
Anim = 6060
SprPriority = 9

;--------------------彅悢抣愝掕
[State 6062, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Root,Var(20)

[State 6062, VarSet];妏搙
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 60+8*(Var(1)-3)

[State 6062, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6060+Var(1)

;--------------------懍搙愝掕
[State 6062, VelSet]
Type = VelSet
Trigger1 = Time = 1
X =  20*Cos(Var(2)*(Pi/180))
Y = -20*Sin(Var(2)*(Pi/180))

;--------------------師傊
[State 6062, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6065

;--------------------枅僼儗乕儉張棟
[State 6062, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = Var(2)
Scale = 0.5, 0.5

[State 6062, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6062, NotHitBy]
Type = NotHitBy
Trigger1 = 1
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]EX幩寕丂抏丂峌寕仌僌儗僀僘
;--------------------------------------------------
;奺Var偵偮偄偰乮St6060乣6069嫟捠乯
;  Var( 1)	傾僯儊No
;  Var( 2)	妏搙
;  Var( 3)	柧搙
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6065]
Type = A
MoveType = A
Physics = N

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6065, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------僌儗僀僘桳岠忦審
[State 6065, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = (EnemyNear,StateNo) = [100,119]
Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = I

;--------------------僌儗僀僘柍岠忦審
[State 6065, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = !((EnemyNear,StateNo) = [100,119])
Trigger1 = !(((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = A

;========== 僌儗僀僘帪偺張棟 ==========

;--------------------憡嶦愝掕
[State 6065, NotHitBy]
Type = NotHitBy
Trigger1 = MoveType = I
IgnoreHitPause = 1
Value = SCA

;--------------------僌儗僀僘張棟忦審
[State 6065, ParentVarSet];僌儗僀僘壒
Type = ParentVarSet
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-3-(EnemyNear,Const(Size.Ground.Front)), 12+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-2, 2-(EnemyNear,Const(Size.Head.Pos.Y))]
V = 19
Value = 1

[State 6065, Explod];僌儗僀僘僄僼僃僋僩
Type = Explod
Trigger1 = MoveType = I
Trigger1 = NumExplod(31000) < 10
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-3-(EnemyNear,Const(Size.Ground.Front)), 12+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-2, 2-(EnemyNear,Const(Size.Head.Pos.Y))]
Persistent = 0
Anim = 31600
ID = 31000
Pos = 10, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6065, ChangeState]
Type = ChangeState
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-3-(EnemyNear,Const(Size.Ground.Front)), 12+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-2, 2-(EnemyNear,Const(Size.Head.Pos.Y))]
Value = 6067

;========== 峌寕帪偺張棟 ==========

;--------------------憡嶦愝掕
[State 6065, HitBy]
Type = HitBy
Trigger1 = MoveType = A
IgnoreHitPause = 1
Value = SCA, NP, SP

[State 6065, HitOverride]
Type = HitOverride
Trigger1 = MoveType = A
IgnoreHitPause = 1
Attr = SCA, NP, SP
StateNo = 6069
Time = 1

;--------------------峌寕愝掕
[State 6065, HitDef]
;Type = HitDef
Type                       = projectile
Trigger1 = MoveType = A
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = A, NP
projanim                   = 6061
ProjID                     = 6061
projhitanim                = 6061
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = -1
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
;Priority = 1, Hit
SparkNo                    = s31010
Guard.SparkNo              = s31500
SparkXY                    = 0,0
HitSound                   = s100,1
GuardSound                 = s100,9
Damage = 15
PauseTime = 0, 0
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = -7.5
Air.Velocity = -5,-4
P1SprPriority = 9
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(16*Parent,FVar(10))
HitOnce = 1
Guard.Kill = 0
GetPower = 10, 0
GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------僸僢僩屻張棟
[State 6065, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit = 1
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.98

[State 6065, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31010
ID = 31000
Pos = 10, 0
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 6065, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 10, 0
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6065, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit = 1
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 2

[State 6065, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------峌寕姰椆忦審
[State 6065, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveHit = 1
Trigger2 = MoveGuarded
Value = 6069

;========== 嫟捠張棟 ==========

;--------------------徚柵忦審
[State 6065, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
Value = 30150

;--------------------枅僼儗乕儉張棟
[State 6065, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = Var(2)
Scale = 0.5, 0.5

[State 6065, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6065, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 9

;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]EX幩寕丂抏丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6060乣6069嫟捠乯
;  Var( 1)	傾僯儊No
;  Var( 2)	妏搙
;  Var( 3)	柧搙
;
;------------------------------
[StateDef 6067]
Type = A
MoveType = I
Physics = N

;--------------------暅婣
[State 6067, ChangeState]
Type = ChangeState
Trigger1 = Time > 1
Value = 6065

;--------------------徚柵忦審
[State 6067, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
Value = 30150

;--------------------枅僼儗乕儉張棟
[State 6067, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = Var(2)
Scale = 0.5, 0.5

[State 6067, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6067, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 9

[State 6067, NotHitBy]
Type = NotHitBy
Trigger1 = 1
IgnoreHitPause = 1
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]EX幩寕丂抏丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6060乣6069嫟捠乯
;  Var( 1)	傾僯儊No
;  Var( 2)	妏搙
;  Var( 3)	柧搙
;
;------------------------------
[StateDef 6069]
Type = A
MoveType = I
Physics = N

;--------------------徚柵忦審
[State 6069, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = !(ScreenPos X = [-100,420])
Trigger2 = !(ScreenPos Y = [-100,340])
Trigger3 = Var(3) <= 0

;--------------------柧搙愝掕
[State 6069, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 256

[State 6069, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 3
Value = -26

[State 6069, VarSet]
Type = VarSet
Trigger1 = Var(3) < 0
V = 3
Value = 0

[State 6069, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(3), Var(3), Var(3)

;--------------------枅僼儗乕儉張棟
[State 6069, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6069, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = Var(2)
Scale = 0.5, 0.5

[State 6069, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6069, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 9

[State 6069, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
