[StateDef -3]

[State -3];曄悢婰壇僿儖僷乕梡
type = varset 
trigger1 = 1 
v = 1
value = gametime 
ignorehitpause = 1
superMoveTime = 999999999
pauseMoveTime = 999999999

[State -3];僿儖僷乕曐岇
type = varset 
trigger1 = 1 
var(36) = gametime 
ignorehitpause = 1
superMoveTime = 999999999
pauseMoveTime = 999999999

[State -3];僗僥乕僩敳偗梡
type = varset 
trigger1 = 1 
v = 40
value = gametime 
ignorehitpause = 1
superMoveTime = 999999999999999
pauseMoveTime = 999999999999999

;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
;	AI僗僀僢僠愗傝懼偊
;--------------------------------------------------
[State -3, VarSet];暃AI僗僀僢僠僆儞
Type = VarSet
TriggerAll = Life > 0
TriggerAll = RoundState = 2
;Trigger1 = Command = "AI01" || Command = "AI02" || Command = "AI03" || Command = "AI04"
;Trigger2 = Command = "AI05" || Command = "AI06" || Command = "AI07" || Command = "AI08"
;Trigger3 = Command = "AI09" || Command = "AI10" || Command = "AI11" || Command = "AI12"
;Trigger4 = Command = "AI13" || Command = "AI14" || Command = "AI15" || Command = "AI16"
;Trigger5 = Command = "AI17" || Command = "AI18" || Command = "AI19" || Command = "AI20"
;Trigger6 = Command = "AI21" || Command = "AI22" || Command = "AI23" || Command = "AI24"
Trigger1 = 1		
V = 50
Value = 1

[State -3, VarSet];庡僗僀僢僠僆儞
Type = VarSet
;TriggerAll = Var(50) = 1
TriggerAll = Var(49) != 1
Trigger1 = RoundState = 2
V = 49
Value = 1

[State -3, VarSet];庡AI僗僀僢僠僆僼
Type = VarSet
TriggerAll = Var(49) = 1
Trigger1 = RoundState > 3
Trigger2 = Life = 0
V = 49
Value = 0

[State -3, VarRandom];AI峴摦昐暘棪
Type = VarRandom
Trigger1 = Time = 1
Trigger2 = StateType != A && Ctrl
Trigger2 = TimeMod = 30, 1
V = 48
Range = 1,100

[State -2, ]
Type = changeState
triggerall = palno = [11,12]
Trigger1 = life <= 40
Trigger1 = Var(26) >= 35000
trigger1 = statetype = S 
trigger1 = stateno != 1116
trigger1 = life != 0
trigger1 = roundstate = 2
Trigger1 = Var(46) = 1
Value = 1116

[State -2, ]
Type = changeState
triggerall = palno = [11,12]
Trigger1 = life <= 40
Trigger1 = Var(26) >= 22000
trigger1 = statetype = S 
trigger1 = stateno != 1116
trigger1 = life != 0
trigger1 = roundstate = 2
Trigger1 = Var(46) = 1
Trigger1 = enemy,life>=enemy,lifemax*0.9
Value = 1116

[State -2, ]
Type = changeState
triggerall = palno = [11,12]
Trigger1 = Var(26) >= 2000
Trigger1 = Var(57) != 1
Trigger1 = Var(46) = 1
trigger1 = roundno >= 3
trigger1 = roundstate = 2
trigger1 = statetype = S 
trigger1 = stateno != 1116
trigger1 = life != 0
Value = 1116

[State -2, ]
Type = changeState
triggerall = palno = [7,12]
Triggerall = Var(45) = 1
Triggerall = Var(39) = 0
TriggerAll = Power >= 3000
Triggerall = Var(49) >= 1
triggerall = roundstate = 2
triggerall = statetype = S 
triggerall = Alive
trigger1 = stateno != [800,801]
trigger1 = Ctrl
trigger1 = life <= 15
Value = 800

;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
;	AI憖嶌丂慡儌乕僪嫟捠丂庴恎宯
;--------------------------------------------------
[State -3, 5210]
Type = ChangeState
Value = 5210
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = StateType = A
Trigger1 = MoveType = H
Trigger1 = StateNo != [120,159]
Trigger1 = CanRecover
Trigger1 = Random%100 = 99

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	AI憖嶌丂渎柌憐嘆丂斀寕宯
;--------------------------------------------------
;------------------------------丂晄栭忛儗僢僪乛僗僇乕儗僢僩僨價儖
[State -3, 3020]
Type = null;ChangeState
Value = 3020
triggerall = !ishelper
TriggerAll = palno = [1,6]
TriggerAll = Alive;		惗懚
TriggerAll = Var(49) = 1;	AI憖嶌
TriggerAll = Power >= 1000;	僷儚乕桳傝
TriggerAll = RoundState = 2;	帋崌拞
TriggerAll = Var(48) = [1,100];	AI峴摦昐暘棪
Trigger1   = P2StateType != A		
Trigger1   = P2MoveType = A
Trigger1   = P2Dist X = [-65,65]
Trigger1   = StateType != A && Ctrl

;------------------------------丂僨乕儌儞儘乕僪僋儗僀僪儖俛
[State -3, 1030]
Type = null;ChangeState
Value = 3020
triggerall = !ishelper
TriggerAll = palno = [1,6]
TriggerAll = Alive;		惗懚
TriggerAll = Var(49) = 1;	AI憖嶌
TriggerAll = Var(41) = 0;	楈椡桳傝
TriggerAll = RoundState = 2;	帋崌拞
TriggerAll = Var(48) = [1,100];	AI峴摦昐暘棪
TriggerAll = Var(47) = 1;	挻斀墳杊巭
TriggerAll = NumEnemy > 0
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo = [200,2999]
TriggerAll = ((P2Dist X)+(Facing*EnemyNear,Facing)*9*(EnemyNear,Vel X)) = [-10, 60]
TriggerAll = (P2StateType !=A) || ((P2StateType = A)&&(P2Dist Y=[-60,10]))
TriggerAll = StateType != A
Trigger1   = Ctrl
Trigger2   = (StateNo=[200,239]) && MoveGuarded
Trigger3   = StateNo=400 && MoveGuarded
Trigger4   = ((StateNo=301)||(StateNo=306)) && (Time>0)
Trigger5   = (StateNo=302)||(StateNo=307)
Trigger6   = (StateNo = [320,349]) && (AnimElem =6, >0)
Trigger7   = (StateNo = 500) && (AnimElem =5, >0)
Trigger8   = (StateNo = 540) && (AnimElem =4, >0)

;------------------------------丂僈乕僪
;[State -3, 120]
Type = ChangeState
Value = 120
triggerall = !ishelper
TriggerAll = palno = [1,6]
TriggerAll = Alive;		惗懚
TriggerAll = Var(49) = 1;	AI憖嶌
TriggerAll = Ctrl = 1
TriggerAll = InGuardDist
TriggerAll = StateNo != [120,139]
TriggerAll = StateNo != [150,159]
Trigger1   = Var(41) = 0
Trigger2   = (Var(41) = 1) && (StateType != A)

;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
;	AI憖嶌丂傾儗儞僕嘆丂巒摦宯
;--------------------------------------------------

;------------------------------丂棫偪忬懺偐傜乮帄嬤嫍棧乯


[State -3, 0to200]
Type = ChangeState
Value = 195
triggerall = !ishelper
TriggerAll = Power <= 1000
TriggerAll = palno = [1,6]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [1,80];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 205
triggerall = !ishelper
TriggerAll = Power <= 1000
TriggerAll = palno = [1,6]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [81,90];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 206
triggerall = !ishelper
TriggerAll = Power <= 1000
TriggerAll = palno = [1,6]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [91,100];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 3220
triggerall = !ishelper
TriggerAll = Power >= 1000
TriggerAll = palno = [1,6]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [1,90];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 3030
triggerall = !ishelper
TriggerAll = Power >= 1000
TriggerAll = palno = [1,6]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [91,100];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 195
triggerall = !ishelper
TriggerAll = palno = [7,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [0,30];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 195
triggerall = !ishelper
TriggerAll = palno = [7,10]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [31,40];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 815
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [31,33];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 808
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [34,40];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 3220
triggerall = !ishelper
TriggerAll = palno = [7,10]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [41,60];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 3240
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [41,52];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 199
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [52,60];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 195
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [61,70];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 3030
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [71,80];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59


[State -3, 0to200]
Type = ChangeState
Value = 206
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [81,90];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59

[State -3, 0to200]
Type = ChangeState
Value = 808;205
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [91,100];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X <= 59



;------------------------------丂棫偪忬懺偐傜乮嬤乣拞嫍棧乯


;------------------------------丂棫偪忬懺偐傜乮嬤嫍棧乯

[State -3, 0to20]
Type = ChangeState
Value = 3590
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [1,10]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to20]
Type = ChangeState
Value = 3593
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [11,20]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to20]
Type = ChangeState
Value = 212
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [21,30]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 198
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [31,50];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 196
TriggerAll = palno != [11,12]
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [56,60];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 3030
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [51,55];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 3050
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [61,70];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 3240
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [61,70];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 1030
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [71,75];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 812;3030
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [71,75];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 197
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [76,85];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to20]
Type = ChangeState
Value = 3250
triggerall = !ishelper
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [91,96]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to20]
Type = ChangeState
Value = 812;199
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = Power >= 2000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [86,91]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to20]
Type = ChangeState
Value = 3020
triggerall = !ishelper
TriggerAll = palno != [11,12]
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [91,96]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to20]
Type = ChangeState
Value = 805
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [96,97]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [60,120]

[State -3, 0to105]
Type = ChangeState
Value = 206
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [98,100];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [60,120]




;------------------------------丂棫偪忬懺偐傜乮拞嫍棧丄憡庤偑搢傟偰偄傞乯
[State -3, 0to20]
Type = ChangeState
Value = 3590
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [100,160]
Trigger1 = P2StateNo = [5100,5129]
Trigger1 = !InGuardDist
Trigger1 = Var(49) = 1;		AI憖嶌
;------------------------------丂棫偪忬懺偐傜乮拞嫍棧丄憡庤偑搢傟偰偄側偄乯
[State -3, 0to100]
Type = ChangeState
Value = 3240
triggerall = !ishelper
Triggerall = palno = [1,10]
Triggerall = Var(51) = 1
Triggerall = Var(52) = 1
Triggerall = power >= 3000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [1,20];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]


[State -3, 0to100]
Type = ChangeState
Value = 199
triggerall = !ishelper
Triggerall = palno = [1,10]
Triggerall = Var(51) = 1
Triggerall = Var(52) = 0
Triggerall = power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [1,20];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]


[State -3, 0to100]
Type = ChangeState
Value = 812;3240
triggerall = !ishelper
Triggerall = palno = [11,12]
Triggerall = Var(51) = 1
Triggerall = power >= 3000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [1,20];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]


[State -3, 0to420]
Type = ChangeState
Value = 198
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [21,55];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]


[State -3, 0to420]
Type = ChangeState
Value = 196
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [56,60];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]

[State -3, 0to420]
Type = ChangeState
Value = 196;212
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [56,60];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]

[State -3, 0to420]
Type = ChangeState
Value = 3596
triggerall = !ishelper
TriggerAll = palno != [11,12]
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [61,66];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]

[State -3, 0to420]
Type = ChangeState
Value = 805
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [61,66];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]

[State -3, 0to420]
Type = ChangeState
Value = 3020
triggerall = !ishelper
TriggerAll = palno != [11,12]
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [67,70];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]

[State -3, 0to420]
Type = ChangeState
Value = 3030
triggerall = !ishelper
TriggerAll = palno = [11,12]
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [67,70];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X = [121,190]

[State -3, 0to200]
Type = ChangeState
Value = 3593
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [71,80];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X = [121,190]

[State -3, 0to200]
Type = ChangeState
Value = 1010
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [71,80];	AI峴摦昐暘棪
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2StateNo != [5100,5129]
Trigger1 = P2BodyDist X = [121,190]


[State -3, 0to20]
Type = ChangeState
Value = 3240
triggerall = !ishelper
triggerall = palno = 12
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [81,100]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [121,190]


[State -3, 0to20]
Type = ChangeState
Value = 199
triggerall = !ishelper
triggerall = palno != 12
TriggerAll = Power >= 1000
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(48) = [81,100]
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = P2BodyDist X = [121,190]


;------------------------------丂棫偪忬懺偐傜乮墦嫍棧乯

[State -3, 0to40]
Type = ChangeState
Value = 3590
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [1,10];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to40]
Type = ChangeState
Value = 3593
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [21,30];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to40]
Type = ChangeState
Value = 815
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [11,15];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to40]
Type = ChangeState
Value = 808
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [16,20];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to40]
Type = null;ChangeState
Value = 1161
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [31,40];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to40]
Type = null;ChangeState
Value = 3590
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [21,30];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to1110]
Type = ChangeState
Value = 1161
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(41) = 0;		楈椡桳傝
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [31,65];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to1110]
Type = null;ChangeState
Value = 1161
triggerall = !ishelper
TriggerAll = palno = [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(41) = 0;		楈椡桳傝
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [31,45];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to1110]
Type = ChangeState
Value = 1000
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(41) = 0;		楈椡桳傝
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [66,75];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to1110]
Type = null;ChangeState
Value = 1000
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(41) = 0;		楈椡桳傝
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [46,55];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to1110]
Type = null;ChangeState
Value = 1010
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(41) = 0;		楈椡桳傝
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [76,80];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to1110]
Type = ChangeState
Value = 1010
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(41) = 0;		楈椡桳傝
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [66,80];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191

[State -3, 0to1110]
Type = ChangeState
Value = 808;205
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = Var(41) = 0;		楈椡桳傝
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [81,95];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191


[State -3, 0to40]
Type = ChangeState
Value = 197
triggerall = !ishelper
Trigger1 = StateType != A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [96,100];	AI峴摦昐暘棪
Trigger1 = P2BodyDist X > 191



;------------------------------丂嬻拞忬懺偐傜
[State -3, 101to600]
Type = ChangeState
Value = 3055
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType = A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [1,100];	AI峴摦昐暘棪
Trigger1 = (P2Dist X -(Vel X*10)) = [-120,50]

[State -3, 101to600]
Type = ChangeState
Value = 3055
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType = A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [1,100];	AI峴摦昐暘棪
Trigger1 = (P2Dist X -(Vel X*10)) = [-120,50]

[State -3, 101to600]
Type = ChangeState
Value = 3055
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateType = A && Ctrl
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = RoundState = 2;	帋崌拞
Trigger1 = Var(48) = [1,100];	AI峴摦昐暘棪
Trigger1 = (P2Dist X -(Vel X*10)) = [-120,50]

[State -3, 50to110]
Type = ChangeState
Value = 3055
triggerall = !ishelper
TriggerAll = palno != [11,12]
Trigger1 = StateNo = 50
Trigger1 = Time = 9
Trigger1 = Alive;		惗懚
Trigger1 = Var(49) = 1;		AI憖嶌
Trigger1 = P2BodyDist X = [160, 240]

[StateDef 7220]
Physics = N

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 10 , 10 , 10
PalContrast    = 50 , 50 , 50
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 11
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 105 , 105 , 105
PalAdd         = 0 , 0 , 0
PalMul      = .60,.60,.60  ;巆憸偺怓偺忔嶼抣乮愒,椢,惵丒俼俧俛丒float乯

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 90 , 100 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .80,.80,.80  ;巆憸偺怓偺忔嶼抣乮愒,椢,惵丒俼俧俛丒float乯

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

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State -1]
Type     = Turn
Trigger1 = Facing != Root,Facing


[State -1]
Type     = DestroySelf
Trigger1 = Root,MoveType = H


[StateDef 7222]
Physics = N


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

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State -1]
Type     = Turn
Trigger1 = Facing != Root,Facing


[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 2 , 2 , 2
PalContrast    = 20 , 20 , 20
PalAdd         = 0 , 0 , 0
PalMul         = .2 , .2 , .2

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 11
TimeGap        = 1
FrameGap       = 1
PalBright      = 10 , 10 , 10
PalContrast    = 50 , 50 , 50
PalAdd         = 0 , 0 , 0
PalMul      = .40,.40,.40  ;巆憸偺怓偺忔嶼抣乮愒,椢,惵丒俼俧俛丒float乯

[State -1]
Type     = DestroySelf
Trigger1 = Root,MoveType = H

[Statedef 450000]
type        = S
movetype    = I
physics     = N
ctrl        = 1
anim        = -1
velset      = 0,0
sprpriority = 1

[state a]
type = BindToRoot ;恊偲摨偠埵抲偵屌掕倳傞
trigger1 = 1
time = -1
facing = 1
pos = 0, 0
ignorehitpause=1
supermovetime = 9999999999
pausemovetime = 9999999999


[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 450000
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
trigger1 = numhelper(802) != 0
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
triggerall = root,palno != [11,12]
triggerall = life <= 50
triggerall = life >=30
trigger1 = GetHitVar(Damage)
trigger2 = numhelper(6550) != 0
trigger3 = root,stateno = 1116 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 25
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
triggerall = root,palno != [11,12]
triggerall = life <=30
triggerall = life >=10
trigger1 = GetHitVar(Damage)
trigger2 = numhelper(6550) != 0
trigger3 = root,stateno = 1116 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 35
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
triggerall = root,palno != [11,12]
triggerall = life <=10
trigger1 = GetHitVar(Damage)
trigger2 = numhelper(6550) != 0
trigger3 = root,stateno = 1116 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 50
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
triggerall = root,palno = [11,12]
triggerall = life >= 50
trigger1 = GetHitVar(Damage)
trigger2 = numhelper(6550) != 0
trigger3 = root,stateno = 1116 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 50
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
triggerall = root,palno = [11,12]
triggerall = life <= 50
triggerall = life >= 30
trigger1 = GetHitVar(Damage)
trigger2 = numhelper(6550) != 0
trigger3 = root,stateno = 1116 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 150
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
triggerall = root,palno = [11,12]
triggerall = life <= 30
triggerall = life >= 20
trigger1 = GetHitVar(Damage)
trigger2 = numhelper(6550) != 0
trigger3 = root,stateno = 1116 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 200
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[state -2]
type = nothitby
triggerall = root,palno = [11,12]
triggerall = life <= 20
trigger1 = GetHitVar(Damage)
trigger2 = numhelper(6550) != 0
trigger3 = root,stateno = 1116 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 350
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 450000]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = noshadow 
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 1000, 0]
type = ChangeAnim
trigger1 = anim != 0
value = 0
supermovetime = 9999999999
pausemovetime = 9999999999丂丂丂丂 ;恊偲摨偠傾僯儊偵曄峏


[state a];傇偮偐傝敾掕丄偙傟偑柍偄偲夋柺抂偱憡庤傪墴偟偰偄傞偲偢傟傞
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause=1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 450000]
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 450000]
type = DestroySelf
trigger1 = roundstate >= 2
trigger1 = root,stateno =1116
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
;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]楈椡昞帵仌夋柺埫揮
;--------------------------------------------------
;奺Var偵偮偄偰乮St6900撈帺乯
;  Var( 1)	埫揮惂屼丗僼儔僌
;  Var( 2)	埫揮惂屼丗搙崌
;  Var( 3)	楈椡僎乕僕徚柵妋擣
;  Var( 6)	CPU僗儁僇晞柤昞帵丗惂屼
;  Var( 7)	CPU僗儁僇晞柤昞帵丗奼戝棪
;  Var( 8)	晞柤昞帵丗惂屼
;  Var( 9)	晞柤昞帵丗晞柤
;  Var(10)	晞柤昞帵丗帪娫
;
;------------------------------


[StateDef 6900]
Type = A
MoveType = I
Physics = N
Anim = 6900

[State 6900, PosAdd];憡庤偵揬傝晅偔
Type = PosAdd
TriggerAll = NumEnemy > 0
Trigger1 = Floor(P2Dist X) != 0
X = Floor(P2Dist X)
Y = 100 - Floor(Pos Y)

[State 6900, DisplayToClipboard];僨僶僢僋
Type = DisplayToClipboard
Trigger1 = 1
Text = "\nEXPLOD:%2d"
Params = NumExplod
IgnoreHitPause = 1

;仭仭仭仭仭仭仭仭仭仭丂楈椡僎乕僕昞帵

;--------------------楈椡巆検傪廋惓
[State 6900, ParentVarSet];楈椡嵟掅抣偼 0乮曐尟乯
Type = ParentVarSet
Trigger1 = Parent,Var(40) < 0
V = 40
Value = 0

[State 6900, ParentVarSet];楈椡嵟掅抣偼 0乮曐尟乯
Type = ParentVarSet
Trigger1 = Parent,Var(40) > 1000
V = 40
Value = 1000



;仭仭仭仭仭仭仭仭仭仭丂抏僸僢僩壒嵞惗

[State 6900, PlaySnd];懪寕彫
Type = PlaySnd
Trigger1 = Parent,Var(17) = 1
Value = S100, 0
Channel = 7

[State 6900, PlaySnd];懪寕拞
Type = PlaySnd
Trigger1 = Parent,Var(17) = 2
Value = S100, 1
Channel = 7

[State 6900, PlaySnd];懪寕戝
Type = PlaySnd
Trigger1 = Parent,Var(17) = 3
Value = S100, 2
Channel = 7

[State 6900, PlaySnd];懪寕摿戝
Type = PlaySnd
Trigger1 = Parent,Var(17) = 4
Value = S100, 3
Channel = 7

[State 6900, PlaySnd];巃寕彫
Type = PlaySnd
Trigger1 = Parent,Var(17) = 5
Value = S100, 4
Channel = 7

[State 6900, PlaySnd];巃寕拞
Type = PlaySnd
Trigger1 = Parent,Var(17) = 6
Value = S100, 5
Channel = 7

[State 6900, PlaySnd];巃寕戝
Type = PlaySnd
Trigger1 = Parent,Var(17) = 7
Value = S100, 6
Channel = 7

[State 6900, PlaySnd];抏
Type = PlaySnd
Trigger1 = Parent,Var(17) = 8
Value = S100, 8
Channel = 7

[State 6900, PlaySnd];僈乕僪
Type = PlaySnd
Trigger1 = Parent,Var(18) = 1
Value = S100, 9
Channel = 8

[State 6900, PlaySnd];僌儗僀僘
Type = PlaySnd
Trigger1 = Parent,Var(19) = 1
Value = S100, 26
Channel = 9

;--------------------抏僸僢僩壒惂屼

[State 6900, ParentVarSet];僸僢僩
Type = ParentVarSet
Trigger1 = Parent,Var(17) > 0
V = 17
Value = 0

[State 6900, ParentVarSet];僈乕僪
Type = ParentVarSet
Trigger1 = Parent,Var(18) = 1
V = 18
Value = 0

[State 6900, ParentVarSet];僌儗僀僘
Type = ParentVarSet
Trigger1 = Parent,Var(19) = 1
V = 19
Value = 0

;--------------------丂埫揮惂屼
[State 6900, VarSet]
Type = VarSet
Trigger1 = Root,StateNo = 5900
V = 1
Value = 0

[State 6900, VarSet];埫揮奐巒僗僀僢僠乮忦審丗挻昁嶦敪摦乯
Type = VarSet
TriggerAll = RoundState < 4
TriggerAll = (Var(1) = 0) || (Var(1) = [3,4])
TriggerAll = Root,MoveType != H
Trigger1 = Root,Var(46)=1;			 CPU晞愰尵
Trigger2 =(Root,StateNo=3020)&&(Root,Time=1);			  晄栭忛儗僢僪
Trigger3 =(Root,StateNo=3030)&&(Root,Time=1);			  僗僇乕儗僢僩僨價儖
Trigger4 =(Root,StateNo=3040)&&(Root,Time=1);			  僨乕儌儞僉儞僌僋儗僀僪儖
Trigger5 =(Root,StateNo=3050)&&(Root,Time=1);			  僪儔僉儏儔僋儗僀僪儖
Trigger6 =(Root,StateNo=3060)&&(Root,Time=1); 僴乕僩僽儗僀僋
Trigger7 =(Root,StateNo=3070)&&(Root,Time=1); 僗僺傾UO儞僌僯儖
V = 1
Value = IfElse(Var(1)=0, 1, 2)

[State 6900, VarSet]
Type = VarSet
Trigger1 = Var(1) = 1
V = 2
Value = 256

[State 6900, VarSet]
Type = VarSet
Trigger1 = Var(1) = 1
Trigger1 = Var(2) = 256
V = 1
Value = 2

[State 6900, VarAdd]
Type = VarAdd
Trigger1 = Var(1) = 2
Trigger1 = Var(2) > 120
V = 2
Value = -12

[State 6900, VarSet]
Type = VarSet
Trigger1 = Var(1) = 2
Trigger1 = Var(2) < 120
V = 2
Value = 120

[State 6900, VarSet]
Type = VarSet
Trigger1 = Var(1) = 2
Trigger1 = Var(2) = 120
V = 1
Value = 3

[State 6900, VarSet];埫揮廔椆僗僀僢僠乮忦審侾丗挻昁嶦廔椆乯
Type = VarSet
TriggerAll = Root,Var(46) = 0;		CPU晞愰尵
TriggerAll = Var(1) = [2,3]
Trigger1 = Root,MoveType = H
Trigger2 = !(Root,StateNo=[3020,3021]);				晄栭忛儗僢僪
Trigger2 = !(Root,StateNo=[3030,3031]);				僗僇乕儗僢僩僨價儖
Trigger2 = !(Root,StateNo=[3040,3044]);				僨乕儌儞僉儞僌僋儗僀僪儖
Trigger2 = !(Root,StateNo=[3050,3055]);				僪儔僉儏儔僋儗僀僪儖
Trigger2 =!(Root,StateNo=[3060,3062]);	僴乕僩僽儗僀僋
Trigger2 =!(Root,StateNo=[3070,3072]);	僗僺傾UO儞僌僯儖
Trigger2 = !(Root,StateNo=[3220,3222]);				僨乕儌儞僉儞僌僴儞僩

V = 1
Value = 4

[State 6900, VarSet];埫揮廔椆僗僀僢僠乮忦審俀丗帋崌廔椆乯
Type = VarSet
TriggerAll = Var(1) = [2,3]
Trigger1 = RoundState >= 4
V = 1
Value = 4

[State 6900, VarAdd]
Type = VarAdd
Trigger1 = Var(1) = 4
Trigger1 = Var(2) < 256
V = 2
Value = 4

[State 6900, VarSet]
Type = VarSet
Trigger1 = Var(1) = 4
Trigger1 = Var(2) > 256
V = 2
Value = 256

[State 6900, VarSet]
Type = VarSet
Trigger1 = Var(1) = 4
Trigger1 = Var(2) = 256
V = 1
Value = 0

[State 6900, BGPalFX]
Type = BGPalFX
Trigger1 = Var(1) > 0
Time = 1
Mul = Var(2), Var(2), Var(2)

[State 6900, AssertSpecial]
Type = AssertSpecial
Trigger1 = Var(1) > 0
Flag = NoFG

;仭仭仭仭仭仭仭仭仭仭CPU僗儁僇晞柤昞帵
[State 6900, VarSet]
Type = VarSet
Trigger1 = NumExplod(21200) = 0
V = 6
Value = 0

[State 6900, VarAdd]
Type = VarAdd
Trigger1 = Var(6) > 5
V = 6
Value = -1

[State 6900, VarSet]
Type = VarSet
Trigger1 = NumExplod(21200) = 0
Trigger1 = Root,Var(46) = 1
Trigger1 = Root,Var(52) > 0
V = 6
Value = 25

[State 6900, Explod]
Type = Explod
Trigger1 = RoundState < 4
Trigger1 = TeamSide = 1
Trigger1 = NumExplod(21200) = 0
Trigger1 = Var(6) = 25
Anim = 21200 + Root,Var(52)
ID = 21200
Pos = 9,176
PosType = Left
SprPriority = 9999
BindTime = -1
OwnPal = 1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
OnTop = 1
Scale = 2.5, 2.5

[State 6900, Explod]
Type = Explod
Trigger1 = RoundState < 4
Trigger1 = TeamSide = 2
Trigger1 = NumExplod(21200) = 0
Trigger1 = Var(6) = 25
Anim = 21210 + Root,Var(52)
ID = 21200
Pos = -9,176
PosType = Right
SprPriority = 9999
BindTime = -1
OwnPal = 1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
OnTop = 1
Scale = 2.5, 2.5

[State 6900, ReMoveExplod]
Type = ReMoveExplod
TriggerAll = NumExplod(21200) > 0
Trigger1 = Root,Var(46) = 0
Trigger2 = !(Root,Alive)
Trigger3 = RoundState >= 4
ID = 21200

[State 6900, ModifyExplod]
Type = ModifyExplod
TriggerAll = NumExplod(21200) > 0
Trigger1 = Var(6) = [5,25]
ID = 21200
Scale = 0.1*Var(6), 0.1*Var(6)

;仭仭仭仭仭仭仭仭仭仭僗儁僇柤昞帵

;--------------------弶婜壔
[State 6900, VarSet];惂屼僼儔僌
Type = VarSet
Trigger1 = Root,StateNo = 5900
V = 8
Value = 0

[State 6900, VarSet];晞柤
Type = VarSet
Trigger1 = Root,StateNo = 5900
V = 9
Value = 0

;--------------------晞柤昞帵弨旛
[State 6900, VarSet];惂屼僼儔僌
Type = VarSet
TriggerAll = Var(8) = 0
TriggerAll = root,Var(54) = 1
TriggerAll = (Root,TeamMode = Single) || (Root,TeamMode = Turns)
TriggerAll = Root,MoveType != H
TriggerAll = Root,Time = 1
Trigger1 =(Root,StateNo=3020);				晄栭忛儗僢僪
Trigger2 =(Root,StateNo=3030);				僗僇乕儗僢僩僨價儖
Trigger3 =(Root,StateNo=3250);			
Trigger4 =(Root,StateNo=3050);				僪儔僉儏儔僋儗僀僪儖
Trigger5 =(Root,StateNo=3060);	僴乕僩僽儗僀僋
Trigger6 =(Root,StateNo=3070);	僗僺傾丒僓丒僌儞僌僯儖
Trigger7 =(Root,StateNo=3220)
Trigger8 =(Root,StateNo=3240)
Trigger9 =(Root,StateNo=199)
V = 8
Value = 1

[State 6900, VarSet];晞柤乮晄栭忛儗僢僪乯
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo = 3020
V = 9
Value = 1

[State 6900, VarSet];晞柤乮僗僇乕儗僢僩僨價儖乯
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo = 3030
V = 9
Value = 2

[State 6900, VarSet];晞柤
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo = 3250
V = 9
Value = 3

[State 6900, VarSet];晞柤乮僪儔僉儏儔僋儗僀僪儖乯
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo = 3050
V = 9
Value = 4

[State 6900, VarSet];晞柤乮僴乕僩僽儗僀僋乯
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo=3060
V = 9
Value = 5

[State 6900, VarSet];晞柤乮僗僺傾丒僓丒僌儞僌僯儖乯
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo= 3070
V = 9
Value = 6

[State 6900, VarSet];晞柤
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo = 3220
V = 9
Value = 7

[State 6900, VarSet];晞柤
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo = 3240
V = 9
Value = 8

[State 6900, VarSet];晞柤
Type = VarSet
Trigger1 = Var(8) = 1
Trigger1 = Root,StateNo = 199
V = 9
Value = 9

[State 6900, VarSet];昞帵帪娫
Type = VarSet
Trigger1 = Var(8) = 1
V = 10
Value = 61

;--------------------晞柤昞帵
[State 6900, Explod]
Type = Explod
Trigger1 = TeamSide = 1
Trigger1 = NumExplod(21010) = 0
Trigger1 = Var(8) = 1
Anim = 21010 + Var(9)
ID = 21010
Pos = 9,176
PosType = Left
SprPriority = 9999
BindTime = -1
OwnPal = 1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
OnTop = 1
Scale = 2.5, 2.5

[State 6900, Explod]
Type = Explod
Trigger1 = TeamSide = 2
Trigger1 = NumExplod(21010) = 0
Trigger1 = Var(8) = 1
Anim = 21030 + Var(9)
ID = 21010
Pos = -9,176
PosType = Right
SprPriority = 9999
BindTime = -1
OwnPal = 1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
OnTop = 1
Scale = 2.5, 2.5

;--------------------昞帵徚柵傑偱懸婡
[State 6900, VarAdd];昞帵帪娫
Type = VarAdd
Trigger1 = Var(10) > 0
V = 10
Value = -1

[State 6900, ModifyExplod]
Type = ModifyExplod
TriggerAll = NumExplod(21010) > 0
Trigger1 = Var(10) >= 40
ID = 21010
Scale = 0.5+0.1*(Var(10)-40), 0.5+0.1*(Var(10)-40)

[State 6900, VarSet];惂屼僼儔僌
Type = VarSet
Trigger1 = Var(8) = 1
V = 8
Value = 2

[State 6900, VarSet];惂屼僼儔僌
Type = VarSet
TriggerAll = Var(8) = 2
TriggerAll = Var(10) = 0
Trigger1 =!(Root,StateNo=[3020,3021]);				晄栭忛儗僢僪
Trigger1 =!(Root,StateNo=[3030,3031]);				僗僇乕儗僢僩僨價儖
Trigger1 =!(Root,StateNo=[3250,3252]);			
Trigger1 =!(Root,StateNo=[3050,3055]);				僪儔僉儏儔僋儗僀僪儖
Trigger1 =!(Root,StateNo=[3060,3062]);	僴乕僩僽儗僀僋
Trigger1 =!(Root,StateNo=[3070,3072]);	僗僺傾丒僓丒僌儞僌僯儖
Trigger1 =!(Root,StateNo=[3220,3224])
Trigger1 =!(Root,StateNo=[3240,3242])
Trigger1 =!(Root,StateNo=199)
V = 8
Value = 3

;--------------------昞帵徚柵
[State 6900, Explod]
Type = Explod
Trigger1 = TeamSide = 1
Trigger1 = NumExplod(21010) > 0
Trigger1 = Var(8) = 3
Anim = 21020 + Var(9)
ID = 21020
Pos = 9,176
PosType = Left
SprPriority = 9999
BindTime = -1
OwnPal = 1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
OnTop = 1
Scale = 0.5, 0.5

[State 6900, Explod]
Type = Explod
Trigger1 = TeamSide = 2
Trigger1 = NumExplod(21010) > 0
Trigger1 = Var(8) = 3
Anim = 21040 + Var(9)
ID = 21020
Pos = -9,176
PosType = Right
SprPriority = 9999
BindTime = -1
OwnPal = 1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
OnTop = 1
Scale = 0.5, 0.5

[State 6900, ReMoveExplod]
Type = ReMoveExplod
Trigger1 = NumExplod(21010) > 0
Trigger1 = Var(8) = 3
ID = 21010

[State 6900, VarSet];惂屼僼儔僌
Type = VarSet
Trigger1 = Var(8) = 3
V = 8
Value = 0

;====================丂徚柵忦審
[State 6900, DestroySelf]
Type = DestroySelf
TriggerAll = Var(8) = 0;晞柤昞帵拞偼徚柵晄壜
TriggerAll = Var(3) = 0;楈椡僎乕僕徚柵妋擣
Trigger1 = Root,Life = 0
Trigger1 = Root,StateNo = 5150



;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]僌儗僀僘張棟丂僸僢僩懸偪
;--------------------------------------------------
[StateDef 6960]
Type = A
MoveType = I
Physics = N
Anim = 6960

;--------------------徚柵
[State 6960, DestroySelf]
Type = DestroySelf
Trigger1 = Root,Var(16) = 0

;--------------------枅僼儗乕儉張棟
[State 6960, ReversalDef]
Type = ReversalDef
Trigger1 = 1
Reversal.Attr = SCA, AP
PauseTime = 0, 0
SparkNo = -1
NumHits = 0
P1StateNo = 6961
IgnoreHitPause = 1


[State 6960, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 0
IgnoreHitPause = 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]僌儗僀僘張棟丂僸僢僩屻
;--------------------------------------------------
[StateDef 6961]
Type = A
MoveType = I
Physics = N
Anim = 6960

;--------------------徚柵
[State 6961, DestroySelf]
Type = DestroySelf
Trigger1 = Root,Var(16) = 0
Trigger1 = Time > 0

;--------------------栠傞
[State 6961, ChangeState]
Type = ChangeState
Trigger1 = Time > 2
Value = 6960

;--------------------僌儗僀僘岠壥
[State 6961, Explod]
Type = Explod
Trigger1 = Time = 0
Persistent = 0
Anim = 31600
ID = 31000
Pos = 10, -45
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 6961, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 26
Channel = 9
IgnoreHitPause = 1

;--------------------枅僼儗乕儉張棟

[State 6961, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 0
IgnoreHitPause = 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
;	[僄僼僃僋僩]崅懍僕儍儞僾僄僼僃僋僩
;--------------------------------------------------
;奺Anim偵偮偄偰
;30000		崅懍僕儍儞僾僄僼僃僋僩
;
;奺Var偵偮偄偰乮St30000撈帺乯
;  Var( 1)	僼僃乕僪傾僂僩
;  Var( 2)	奼戝棪 X
;  Var( 3)	奼戝棪 Y
;
;------------------------------
[StateDef 30000]
Type = A
MoveType = I
Physics = N
Anim = 30000
SprPriority = 100

[State 30000, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;----------僄僼僃僋僩偺戝偒偝 X
[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 150

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time = [1, 2]
V = 2
Value = 40

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time = [3, 4]
V = 2
Value = 35

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time = 5
V = 2
Value = 30

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
V = 2
Value = 20

;----------僄僼僃僋僩偺戝偒偝 Y
[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 40

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
V = 3
Value = 10

;----------僄僼僃僋僩偺柧傞偝
[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Var(1) > 0
V = 1
Value = -36

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;----------摟柧壔仌戝偒偝曄峏
[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 30000, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5*Var(2)/242, 0.5*Var(3)/242

;----------徚柵忦審
[State 30000, DestroySelf]
Type = DestroySelf
Trigger1 = Var(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
;	[僄僼僃僋僩]僟僢僔儏僄僼僃僋僩 - 惵侾俙
;--------------------------------------------------
;奺Anim偵偮偄偰
;30020		僟僢僔儏僄僼僃僋僩 - 惵侾
;
;------------------------------
[StateDef 30020]
Type = A
MoveType = I
Physics = N
Anim = 30020
SprPriority = 100

[State 30020, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 30020, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 45, 0
StateNo = 30025
Name = " "

;----------摟柧壔仌戝偒偝曄峏
[State 30020, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30020, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5, 0.5

;----------徚柵忦審
[State 30020, DestroySelf]
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
;	[僄僼僃僋僩]僟僢僔儏僄僼僃僋僩 - 惵侾俛
;--------------------------------------------------
;奺Anim偵偮偄偰
;30020		僟僢僔儏僄僼僃僋僩 - 惵侾
;
;------------------------------
[StateDef 30021]
Type = A
MoveType = I
Physics = N
Anim = 30020
SprPriority = 100

[State 30021, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 30021, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
StateNo = 30025
Name = " "

;----------摟柧壔仌戝偒偝曄峏
[State 30021, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30021, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5, 0.5

;----------徚柵忦審
[State 30021, DestroySelf]
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
;	[僄僼僃僋僩]僟僢僔儏僄僼僃僋僩 - 惵俀
;--------------------------------------------------
;奺Anim偵偮偄偰
;30000		崅懍僕儍儞僾僄僼僃僋僩
;
;奺Var偵偮偄偰乮St30025撈帺乯
;  Var( 1)	僼僃乕僪傾僂僩
;  Var( 2)	奼戝棪 X
;  Var( 3)	奼戝棪 Y
;
;------------------------------
[StateDef 30025]
Type = A
MoveType = I
Physics = N
Anim = 30000
SprPriority = 100

[State 30025, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;----------僄僼僃僋僩偺戝偒偝 X
[State 30025, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 64

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
V = 2
Value = 16

;----------僄僼僃僋僩偺戝偒偝 Y
[State 30025, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 150

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time = [1, 2]
V = 3
Value = 40

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time = [3, 4]
V = 3
Value = 35

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time = 5
V = 3
Value = 30

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
V = 3
Value = 20

;----------僄僼僃僋僩偺柧傞偝
[State 30025, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 30025, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Var(1) > 0
V = 1
Value = -36

[State 30025, VarSet] 
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;----------摟柧壔仌戝偒偝曄峏
[State 30025, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30025, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 30025, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5*Var(2)/242, 0.5*Var(3)/242

;----------徚柵忦審
[State 30025, DestroySelf]
Type = DestroySelf
Trigger1 = Var(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
;	[僄僼僃僋僩]楈寕僄僼僃僋僩 - 椫
;--------------------------------------------------
;奺Anim偵偮偄偰
;30000		崅懍僕儍儞僾僄僼僃僋僩
;
;奺Var偵偮偄偰乮St30100撈帺乯
;  Var( 1)	僼僃乕僪傾僂僩
;  Var( 2)	奼戝棪
; FVar( 1)	奼戝棪憹壛暘
;
;------------------------------
[StateDef 30100]
Type = A
MoveType = I
Physics = N
Anim = 30000
SprPriority = 100

[State 30100, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 30100, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
StateNo = 30110
Name = " "

;----------僄僼僃僋僩偺戝偒偝
[State 30100, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 25

[State 30100, VarSet] 
Type = VarSet
Trigger1 = Time > 0
FV = 1
Value = 0.83*FVar(1)

[State 30100, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 50

[State 30100, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
V = 2
Value = Floor(FVar(1))

;----------僄僼僃僋僩偺柧傞偝
[State 30100, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 30100, VarAdd] 
Type = VarAdd
Trigger1 = Time > 9
Trigger1 = Var(1) > 0
V = 1
Value = -25

[State 30100, VarSet] 
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;----------摟柧壔仌戝偒偝曄峏
[State 30100, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30100, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 30100, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.2*Var(2)/122, 0.5*Var(2)/122

;----------徚柵忦審
[State 30100, DestroySelf]
Type = DestroySelf
Trigger1 = Var(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
;	[僄僼僃僋僩]楈寕僄僼僃僋僩 - 奼嶶
;--------------------------------------------------
;奺Anim偵偮偄偰
;30110		楈寕僄僼僃僋僩 - 奼嶶
;
;奺Var偵偮偄偰乮St30110撈帺乯
;  Var( 1)	僼僃乕僪傾僂僩
;  Var( 2)	奼戝棪
;  Var( 3)	奼戝棪憹壛暘
;
;------------------------------
[StateDef 30110]
Type = A
MoveType = I
Physics = N
Anim = 30110
SprPriority = 100

[State 30110, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;----------僄僼僃僋僩偺戝偒偝
[State 30110, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 100

[State 30110, VarAdd] 
Type = VarAdd
Trigger1 = Time = [2, 6]
V = 3
Value = -10

[State 30110, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 460

[State 30110, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
V = 2
Value = Var(3)

;----------僄僼僃僋僩偺柧傞偝
[State 30110, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 30110, VarAdd] 
Type = VarAdd
Trigger1 = Time > 3
Trigger1 = Var(1) > 0
V = 1
Value = -40

[State 30110, VarSet] 
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

;----------摟柧壔仌戝偒偝曄峏
[State 30110, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30110, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 30110, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5*Var(2)/240, 0.5*Var(2)/240

;----------徚柵忦審
[State 30110, DestroySelf]
Type = DestroySelf
Trigger1 = Var(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
;	[僿儖僷乕]楈傾僀僥儉
;--------------------------------------------------
[StateDef 30150]
Type = A
MoveType = I
Physics = N
Anim = 30150
SprPriority = 11

;--------------------徚柵忦審
[State 30150, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = !(ScreenPos X = [-100,420])
Trigger2 = !(ScreenPos Y = [-100,340])
Trigger3 = Time = 20

;--------------------懍搙愝掕
[State 30150, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 1500, 3000

[State 30150, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0, 360

[State 30150, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 30150, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 0.001*Var(1)*Cos(3.1415/180*Var(2))
Y = 0.001*Var(1)*Sin(3.1415/180*Var(2))

[State 30150, VelMul]
Type = VelMul
Trigger1 = Time > 6
X = 0.7
Y = 0.7

;--------------------枅僼儗乕儉張棟
[State 30150, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 30150, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5, 0.5

;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
;	[僄僼僃僋僩]堧晞僄僼僃僋僩丂墌乮孹偒桳傝乯
;--------------------------------------------------
;奺Anim偵偮偄偰
;30200	堧晞僄僼僃僋僩丂墌
;30210	堧晞僄僼僃僋僩丂朹侾
;30211	堧晞僄僼僃僋僩丂朹俀
;30212	堧晞僄僼僃僋僩丂朹俁
;30213	堧晞僄僼僃僋僩丂朹係
;30220	堧晞僄僼僃僋僩丂奼嶶
;
;奺Var偵偮偄偰乮St30200撈帺乯
;  Var( 1)	墌乮孹偒桳傝乯奼戝棪
;  Var( 2)	墌乮孹偒桳傝乯柧搙RG
;  Var( 3)	墌乮孹偒桳傝乯柧搙B
; FVar( 1)	墌乮孹偒桳傝乯奼戝棪
; FVar( 2)	墌乮孹偒桳傝乯奼戝棪憹壛検
; FVar( 3)	墌乮孹偒桳傝乯夞揮妏
; FVar( 4)	墌乮孹偒桳傝乯Y曽岦奼戝棪
;
; FVar( 5)	墌乮孹偒柍偟乯奼戝棪
;
;  Var( 6)	朹丂僄僼僃僋僩儔儞僟儉
;
;  Var( 7)	奼嶶丂奼戝棪
;
;------------------------------
[StateDef 30200]
Type = A
MoveType = I
Physics = N
Anim = 30200
SprPriority = 999

[State 30200, DestroySelf];徚柵忦審
Type = DestroySelf
Trigger1 = Time = 19

;--------------------柧搙
[State 30200, VarSet];柧搙RG弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

[State 30200, VarSet];柧搙B弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 256

[State 30200, VarAdd];柧搙RG尭彮
Type = VarAdd
Trigger1 = Time = [1,12]
V = 2
Value = -21

[State 30200, VarAdd];柧搙B尭彮
Type = VarAdd
Trigger1 = Time = [1,18]
V = 3
Value = -14

[State 30200, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(2), Var(2), Var(3)

;--------------------墌乮孹偒桳傝乯
[State 30200, VarRandom];奼戝棪弶婜壔
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 450, 500

[State 30200, VarSet];奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.001*Var(1)

[State 30200, VarSet];奼戝棪憹壛検弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.085*(2*FVar(1))

[State 30200, VarAdd];奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = FVar(2)

[State 30200, VarSet];夞揮妏弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 3
Value = 0

[State 30200, VarAdd];夞揮妏憹壛検弶婜壔
Type = VarAdd
Trigger1 = Time > 0
FV = 3
Value = 5.9

[State 30200, VarSet];Y曽岦奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 4
Value = 0

[State 30200, VarAdd];Y曽岦奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 4
Value = 5.9

[State 30200, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = FVar(3)
Scale = FVar(1), FVar(1)*cos(Pi*FVar(4)/180)

[State 30200, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30200, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------墌乮孹偒柍偟乯
[State 30200, VarSet];奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0.5

[State 30200, VarAdd];奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 5
Value = 0.085

[State 30200, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 30200
ID = 30200
Pos = 0, 0
PosType = P1
RemoveTime = 18
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 0

[State 30200, ModifyExplod]
type = ModifyExplod
Trigger1 = NumExplod(30200) > 0
ID = 30200
Scale = FVar(5), FVar(5)

;--------------------朹
[State 30200, VarRandom];僄僼僃僋僩儔儞僟儉
Type = VarRandom
Trigger1 = Time = 0
V = 6
Range = 0, 3

[State 30200, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 30210+Var(6)
ID = 30210
Pos = 0, 0
PosType = P1
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1

;--------------------奼嶶
[State 30200, VarSet];奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 400

[State 30200, VarAdd];奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
V = 7
Value = 100

[State 30200, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 30220
ID = 30220
Pos = 0, 0
PosType = P1
RemoveTime = 18
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 0

[State 30200, ModifyExplod]
type = ModifyExplod
Trigger1 = NumExplod(30220) > 0
ID = 30220
Scale = 0.5*Var(7)/240, 0.5*Var(7)/240

;--------------------嶰擔寧乮孹偒柍偟乯
[State 30200, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30205
StateNo = 30205
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

;--------------------嶰擔寧乮孹偒桳傝侾乯
[State 30200, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30206
StateNo = 30206
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

;--------------------嶰擔寧乮孹偒桳傝俀乯
[State 30200, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30207
StateNo = 30207
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

;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
;	[僄僼僃僋僩]堧晞僄僼僃僋僩丂嶰擔寧乮孹偒柍偟乯
;--------------------------------------------------
;奺Anim偵偮偄偰
;30205	堧晞僄僼僃僋僩丂嶰擔寧侾
;30206	堧晞僄僼僃僋僩丂嶰擔寧俀
;30207	堧晞僄僼僃僋僩丂嶰擔寧俁
;30208	堧晞僄僼僃僋僩丂嶰擔寧係
;
;奺Var偵偮偄偰乮St30205撈帺乯
;  Var( 1)	僄僼僃僋僩儔儞僟儉
;  Var( 2)	奼戝棪
; FVar( 2)	奼戝棪
; FVar( 3)	奼戝棪憹壛検
;  Var( 4)	夞揮妏
; FVar( 4)	夞揮妏
;  Var( 6)	墌乮孹偒桳傝乯柧搙RG
;  Var( 7)	墌乮孹偒桳傝乯柧搙B
;
;------------------------------
[StateDef 30205]
Type = A
MoveType = I
Physics = N
Anim = 30205
SprPriority = 999

[State 30205, DestroySelf];徚柵忦審
Type = DestroySelf
Trigger1 = Time = 19

[State 30205, VarRandom];僄僼僃僋僩儔儞僟儉
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 30205, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = Anim + Var(1)

;--------------------柧搙
[State 30205, VarSet];柧搙RG弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 6
Value = 256

[State 30205, VarSet];柧搙B弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 256

[State 30205, VarAdd];柧搙RG尭彮
Type = VarAdd
Trigger1 = Time = [1,12]
V = 6
Value = -21

[State 30205, VarAdd];柧搙B尭彮
Type = VarAdd
Trigger1 = Time = [1,18]
V = 7
Value = -14

[State 30205, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(6), Var(6), Var(7)

;--------------------奼戝摍
[State 30205, VarRandom];奼戝棪弶婜壔
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 450, 500

[State 30205, VarSet];奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.001*Var(2)

[State 30205, VarSet];奼戝棪憹壛検弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 3
Value = 0.06*(2*FVar(2))

[State 30205, VarAdd];奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = FVar(3)

[State 30205, VarRandom];夞揮妏弶婜壔
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0, 359

[State 30205, VarSet];夞揮妏弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 4
Value = Var(4)

[State 30205, VarAdd];夞揮妏憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 4
Value = 9.9

[State 30205, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = FVar(4)
Scale = FVar(2), FVar(2)

[State 30205, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30205, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;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
;	[僄僼僃僋僩]堧晞僄僼僃僋僩丂嶰擔寧乮孹偒桳傝侾乯
;--------------------------------------------------
;奺Anim偵偮偄偰
;30205	堧晞僄僼僃僋僩丂嶰擔寧侾
;30206	堧晞僄僼僃僋僩丂嶰擔寧俀
;30207	堧晞僄僼僃僋僩丂嶰擔寧俁
;30208	堧晞僄僼僃僋僩丂嶰擔寧係
;
;奺Var偵偮偄偰乮St30206撈帺乯
;  Var( 1)	僄僼僃僋僩儔儞僟儉
;  Var( 2)	奼戝棪
; FVar( 2)	奼戝棪
; FVar( 3)	奼戝棪憹壛検
; FVar( 4)	夞揮妏
; FVar( 5)	Y曽岦奼戝棪
;  Var( 6)	墌乮孹偒桳傝乯柧搙RG
;  Var( 7)	墌乮孹偒桳傝乯柧搙B
;
;------------------------------
[StateDef 30206]
Type = A
MoveType = I
Physics = N
Anim = 30205
SprPriority = 999

[State 30206, DestroySelf];徚柵忦審
Type = DestroySelf
Trigger1 = Time = 19

[State 30206, VarRandom];僄僼僃僋僩儔儞僟儉
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 30206, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = Anim + Var(1)

;--------------------柧搙
[State 30206, VarSet];柧搙RG弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 6
Value = 256

[State 30206, VarSet];柧搙B弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 256

[State 30206, VarAdd];柧搙RG尭彮
Type = VarAdd
Trigger1 = Time = [1,12]
V = 6
Value = -21

[State 30206, VarAdd];柧搙B尭彮
Type = VarAdd
Trigger1 = Time = [1,18]
V = 7
Value = -14

[State 30206, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(6), Var(6), Var(7)

;--------------------奼戝摍
[State 30206, VarRandom];奼戝棪弶婜壔
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 450, 500

[State 30206, VarSet];奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.001*Var(2)

[State 30206, VarSet];奼戝棪憹壛検弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 3
Value = 0.085*(2*FVar(2))

[State 30206, VarAdd];奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = FVar(3)

[State 30206, VarRandom];夞揮妏弶婜壔
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0, 359

[State 30206, VarSet];夞揮妏弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 4
Value = Var(4)

[State 30206, VarAdd];夞揮妏憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 4
Value = 2.8

[State 30206, VarSet];Y曽岦奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0

[State 30206, VarAdd];Y曽岦奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 5
Value = 5.5

[State 30206, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = FVar(4)
Scale = FVar(2), FVar(2)*cos(Pi*FVar(5)/180)

[State 30206, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30206, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;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
;	[僄僼僃僋僩]堧晞僄僼僃僋僩丂嶰擔寧乮孹偒桳傝俀乯
;--------------------------------------------------
;奺Anim偵偮偄偰
;30205	堧晞僄僼僃僋僩丂嶰擔寧侾
;30206	堧晞僄僼僃僋僩丂嶰擔寧俀
;30207	堧晞僄僼僃僋僩丂嶰擔寧俁
;30208	堧晞僄僼僃僋僩丂嶰擔寧係
;
;奺Var偵偮偄偰乮St30207撈帺乯
;  Var( 1)	僄僼僃僋僩儔儞僟儉
;  Var( 2)	奼戝棪
; FVar( 2)	奼戝棪
; FVar( 3)	奼戝棪憹壛検
; FVar( 4)	夞揮妏
; FVar( 5)	Y曽岦奼戝棪
;  Var( 6)	墌乮孹偒桳傝乯柧搙RG
;  Var( 7)	墌乮孹偒桳傝乯柧搙B
;
;------------------------------
[StateDef 30207]
Type = A
MoveType = I
Physics = N
Anim = 30205
SprPriority = 999

[State 30207, DestroySelf];徚柵忦審
Type = DestroySelf
Trigger1 = Time = 19

[State 30207, VarRandom];僄僼僃僋僩儔儞僟儉
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 30207, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = Anim + Var(1)

;--------------------柧搙
[State 30207, VarSet];柧搙RG弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 6
Value = 256

[State 30207, VarSet];柧搙B弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 256

[State 30207, VarAdd];柧搙RG尭彮
Type = VarAdd
Trigger1 = Time = [1,12]
V = 6
Value = -21

[State 30207, VarAdd];柧搙B尭彮
Type = VarAdd
Trigger1 = Time = [1,18]
V = 7
Value = -14

[State 30207, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(6), Var(6), Var(7)

;--------------------奼戝摍
[State 30207, VarRandom];奼戝棪弶婜壔
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 450, 500

[State 30207, VarSet];奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.001*Var(2)

[State 30207, VarSet];奼戝棪憹壛検弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 3
Value = 0.085*(2*FVar(2))

[State 30207, VarAdd];奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = FVar(3)

[State 30207, VarRandom];夞揮妏弶婜壔
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0, 359

[State 30207, VarSet];夞揮妏弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 4
Value = Var(4)

[State 30207, VarAdd];夞揮妏憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 4
Value = 5

[State 30207, VarSet];Y曽岦奼戝棪弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 5
Value = 0

[State 30207, VarAdd];Y曽岦奼戝棪憹壛
Type = VarAdd
Trigger1 = Time > 0
FV = 5
Value = 5.1

[State 30207, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = FVar(4)
Scale = FVar(2), FVar(2)*cos(Pi*FVar(5)/180)

[State 30207, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30207, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;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
;	[僄僼僃僋僩]擉晞僄僼僃僋僩
;--------------------------------------------------
;奺Anim偵偮偄偰
;30300	擉晞僄僼僃僋僩丂椫
;30310	擉晞僄僼僃僋僩丂朹侾
;30311	擉晞僄僼僃僋僩丂朹俀
;30312	擉晞僄僼僃僋僩丂朹俁
;30313	擉晞僄僼僃僋僩丂朹係
;
;奺Var偵偮偄偰乮St30300撈帺乯
;  Var( 1)	柧搙
;  Var( 2)	儔儞僟儉僄僼僃僋僩
; FVar( 1)	奼戝棪嘆
; FVar( 2)	奼戝棪嘇
; FVar( 3)	奼戝棪嘊
; FVar( 4)	奼戝棪忋徃搙
;
;------------------------------
[StateDef 30300]
Type = A
MoveType = I
Physics = N
Anim = 30300
SprPriority = 999

[State 30300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0, 3

[State 30300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 30310+Var(2)
ID = 30310
Pos = 0, 0
PosType = P1
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
RemoveOnGetHit = 0
IgnoreHitPause = 1

[State 30300, AssertSpecial]
Type = AssertSpecial
Trigger1 = Time >= 0
Flag = NoShadow

;----------僄僼僃僋僩奼戝棪
[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 1.00

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 1.00

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 3
Value = 1.00

;----------僄僼僃僋僩奼戝棪忋徃搙
[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 4
Value = 0.00

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 1
FV = 4
Value = 0.20

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 2
FV = 4
Value = 0.18

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 3
FV = 4
Value = 0.16

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 4
FV = 4
Value = 0.14

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 5
FV = 4
Value = 0.12

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 6
FV = 4
Value = 0.10

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 7
FV = 4
Value = 0.08

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 8
FV = 4
Value = 0.06

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 9
FV = 4
Value = 0.05

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 10
FV = 4
Value = 0.04

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 11
FV = 4
Value = 0.03

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 12
FV = 4
Value = 0.02

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 13
FV = 4
Value = 0.01

;----------僄僼僃僋僩奼戝棪曄壔
[State 30300, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = FVar(4)

[State 30300, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = 0.75*FVar(4)

[State 30300, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 3
Value = 0.50*FVar(4)

;----------僄僼僃僋僩偺柧搙
[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 30300, VarSet]
Type = VarSet
Trigger1 = Time = 8
V = 1
Value = 240

[State 30300, VarAdd]
Type = VarAdd
Trigger1 = Time > 8
V = 1
Value = -30

;----------俁廳僄僼僃僋僩
[State 30300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 30300
ID = 30301
Pos = 0, 0
PosType = P1
BindTime = -1
RemoveTime = -1
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 0

[State 30300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 30300
ID = 30302
Pos = 0, 0
PosType = P1
BindTime = -1
RemoveTime = -1
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 0

;----------摟柧壔仌戝偒偝曄峏
[State 30300, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30300, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 30300, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = (240.0/256)*FVar(1), (240.0/256)*FVar(1)

[State 30300, ModifyExplod]
type = ModifyExplod
Trigger1 = NumExplod(30301) > 0
ID = 30301
Scale = (195.0/256)*FVar(2), (195.0/256)*FVar(2)

[State 30300, ModifyExplod]
type = ModifyExplod
Trigger1 = NumExplod(30302) > 0
ID = 30302
Scale = (140.0/256)*FVar(3), (140.0/256)*FVar(3)

;----------徚柵忦審
[State 30300, RemoveExplod]
Type = RemoveExplod
Trigger1 = Time = 16
ID = 30301

[State 30300, RemoveExplod]
Type = RemoveExplod
Trigger1 = Time = 16
ID = 30302

[State 30300, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 16

;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
;	[僄僼僃僋僩]僇僂儞僞乕僸僢僩僄僼僃僋僩
;--------------------------------------------------
;奺Anim偵偮偄偰
;31300		僇僂儞僞乕僸僢僩僄僼僃僋僩丂敀
;31301		僇僂儞僞乕僸僢僩僄僼僃僋僩丂惎侾
;31302		僇僂儞僞乕僸僢僩僄僼僃僋僩丂惎俀
;31303		僇僂儞僞乕僸僢僩僄僼僃僋僩丂惎俁
;31304		僇僂儞僞乕僸僢僩僄僼僃僋僩丂惎係
;
;奺Var偵偮偄偰乮St31300撈帺乯
;  Var( 1)	惎戝侾丂儔儞僟儉僄僼僃僋僩
;  Var( 2)	惎戝侾丂儔儞僟儉僄僼僃僋僩
;  Var( 3)	惎拞丂丂儔儞僟儉僄僼僃僋僩
;  Var( 4)	惎彫侾丂儔儞僟儉僄僼僃僋僩
;  Var( 5)	惎彫俀丂儔儞僟儉僄僼僃僋僩
;  Var( 6)	惎戝侾丂X懍搙儔儞僟儉
;  Var( 7)	惎戝侾丂X懍搙儔儞僟儉
;  Var( 8)	惎拞丂丂X懍搙儔儞僟儉
;  Var( 9)	惎彫侾丂X懍搙儔儞僟儉
;  Var(10)	惎彫俀丂X懍搙儔儞僟儉
;  Var(11)	惎戝侾丂Y懍搙儔儞僟儉
;  Var(12)	惎戝侾丂Y懍搙儔儞僟儉
;  Var(13)	惎拞丂丂Y懍搙儔儞僟儉
;  Var(14)	惎彫侾丂Y懍搙儔儞僟儉
;  Var(15)	惎彫俀丂Y懍搙儔儞僟儉
;  Var(21)	敀僄僼僃僋僩丂奼戝棪
;  Var(22)	敀僄僼僃僋僩丂柧搙
;
;------------------------------
[StateDef 31300]
Type = A
MoveType = I
Physics = N
Anim = 31300
SprPriority = 999

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0, 3

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0, 3

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0, 3

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0, 3

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 6
Range = -90, -5

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 7
Range = 5, 90

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = -90, 90

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 9
Range = -90, -5

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 10
Range = 5, 90

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 11
Range = -90, -30

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 12
Range = -90, -30

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 13
Range = -90, -30

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 14
Range = -90, -30

[State 31300, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 15
Range = -90, -30

[State 31300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 31301+Var(1)
ID = 31301
Pos = 0, 0
PosType = P1
Vel = 0.1*Var(6), 0.1*Var(11)
Accel = 0, 0.3
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
Scale = 1.0, 1.0
SprPriority = 999
OnTop = 1
OwnPal = 1

[State 31300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 31301+Var(2)
ID = 31301
Pos = 0, 0
PosType = P1
Vel = 0.1*Var(7), 0.1*Var(12)
Accel = 0, 0.3
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
Scale = 1.0, 1.0
SprPriority = 999
OnTop = 1
OwnPal = 1

[State 31300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 31301+Var(3)
ID = 31301
Pos = 0, 0
PosType = P1
Vel = 0.1*Var(8), 0.1*Var(13)
Accel = 0, 0.3
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
Scale = 0.6, 0.6
SprPriority = 999
OnTop = 1
OwnPal = 1

[State 31300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 31301+Var(4)
ID = 31301
Pos = 0, 0
PosType = P1
Vel = 0.1*Var(9), 0.1*Var(14)
Accel = 0, 0.3
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
Scale = 0.3, 0.3
SprPriority = 999
OnTop = 1
OwnPal = 1

[State 31300, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 31301+Var(5)
ID = 31301
Pos = 0, 0
PosType = P1
Vel = 0.1*Var(10), 0.1*Var(15)
Accel = 0, 0.3
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
Scale = 0.3, 0.3
SprPriority = 999
OnTop = 1
OwnPal = 1

;----------摟夁張棟摍
[State 31300, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 21
Value = 240

[State 31300, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
V = 21
Value = 10

[State 31300, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 22
Value = 240

[State 31300, VarAdd] 
Type = VarAdd
Trigger1 = Time > 10
V = 22
Value = -24

[State 31300, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 31300, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 31300, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 0.01*Var(21), 0.01*Var(21)

[State 31300, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(22), Var(22), Var(22)

[State 31300, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 20
Trigger2 = Var(22) <= 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
;	[僄僼僃僋僩]僈乕僪僋儔僢僔儏僄僼僃僋僩
;--------------------------------------------------
;奺Anim偵偮偄偰
;31400	僈乕僪僋儔僢僔儏僄僼僃僋僩
;
;奺Var偵偮偄偰乮St31400撈帺乯
; FVar( 1)	奼戝棪
;
;------------------------------
[StateDef 31400]
Type = A
MoveType = I
Physics = N
Anim = 31400
SprPriority = 999

;----------奼戝棪
[State 31400, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 31400, VarAdd] 
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.18

[State 31400, VarAdd] 
Type = VarAdd
Trigger1 = Time = [5,8]
FV = 1
Value = 0.16

[State 31400, VarAdd] 
Type = VarAdd
Trigger1 = Time = [9,12]
FV = 1
Value = 0.14

[State 31400, VarAdd] 
Type = VarAdd
Trigger1 = Time = [13,16]
FV = 1
Value = 0.12

[State 31400, VarAdd] 
Type = VarAdd
Trigger1 = Time > 16
FV = 1
Value = 0.10

;----------摟夁張棟摍
[State 31400, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 31400, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 31400, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 31400, AngleAdd]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 31400, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

;----------徚柵忦審
[State 31400, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 32




[Statedef 1112]
type = U
ctrl = 0
velset = 0,0
movetype = I
physics = U
sprpriority = 2

[State 1113,Changeanim]
type = changeanim
trigger1 = time = 0
value = 1112

[State 1300]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1112]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,0
sparkno = -1
sparkxy = 999,999
hitsound = -1
p2stateno = 1114

[State 1112]
type = changestate
triggerall = !ishelper
trigger1 = time > 10
trigger2 = p2stateno = 1114
value = 214
ctrl = 0

[State 1113,destroyself]
type = destroyself
triggerall = ishelper
trigger1 = p2stateno = 1114

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 1113]
type    = U
movetype= I
physics = N
sprpriority = -999

[State 9997, 1]
type = powerset
triggerall = name !="G-flandre"
trigger1 = 1
value = 0

[State 9997, 1]
type = Lifeset
triggerall = name !="G-flandre"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1113]
type = AssertSpecial
triggerall = ishelper
trigger1 = 1
flag = invisible
flag2 = noshadow


[State 1113,varset]
type = varset
triggerall = ishelper
trigger1 = var(44) = 0
var(44) = anim

[State 1113,幩寕]
type = Projectile
triggerall = root,name != "G-flandre"
triggerall = ishelper
trigger1 = time = 0
projID = 1113
projanim = ifelse(var(44) != 0,var(44),anim)
projscale = 1, 1
projremovetime = 3
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 2
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = prevstateno
p2stateno = prevstateno

[State 1113,幩寕]
type = Projectile
triggerall = root,name != "G-flandre"
triggerall = var(44) != 0
trigger1 = time > 0
trigger1 = time%2 = 0
projID = 1113
projanim = var(44)
projscale = 1, 1
projremove = 0
projremovetime = 50000
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = 50
p2stateno = prevstateno

[State 60]
type = changestate
trigger1 = name !="G-flandre"
triggerall = !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="G-flandre"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[State 1113,Changeanim]
type = changeanim2
triggerall = name != "G-flandre"
trigger1 = time = 1
value = 1113

[State 1114,lifeadd]
type = lifeadd
triggerall = name != "G-flandre"
trigger1 = time = 0
value = -999999999
absolute = 1

[State -2, ]
Type = SelfState
triggerall = name ="G-flandre"
triggerall = ishelper = 0
trigger1 = 1
Value = 0
ctrl = 1

[State 1500000]
type = ChangeState
triggerall = name = "G-flandre"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

;posadd
;夋柺奜偵旘偽偟傑倳
[State 1113,posadd]
type = posadd
triggerall = name != "G-flandre"
trigger1 = time = 1
x = 365

;posset
;抧壓偵杽憭偟傑倳
[State 1113,posset]
type = posset
triggerall = name != "G-flandre"
trigger1 = 1
y = 5000

[state a]
type = velset
trigger1 = 1
x = 0
y = 0

[State 1113]
type = changestate
trigger1 = !ishelper
value = 1114

[State 1113,destroyself]
type = destroyself
triggerall = ishelper
trigger1 = root,stateno = 1114 || root,stateno = 5050
trigger2 = time > 300

[Statedef 1114]
type    = U
movetype= H
physics = N
velset = 0,0

[state a]
type = velset
trigger1 = 1
x = 0
y = 0

[State 40]
type = posset
triggerall = name != "G-flandre"
trigger1 = time = 0
y = 9999999
ignorehitpause = 1

[State 1300]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 169995]
type = screenbound
triggerall = name != "G-flandre"
trigger1 = 1
value = 0
movecamera = 0,0

[State 169995]
type = NotHitBy
triggerall = name != "G-flandre"
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
triggerall = name != "G-flandre"
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1114,destroyself]
type = destroyself
trigger1 = ishelper

[State 1114]
type = lifeset
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 1114,lifeadd]
type = lifeadd
triggerall = name != "G-flandre"
trigger1 = time = 0
value = -999999999
absolute = 1

[State 169995]
type = powerset
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
value = 0

[State -2, ]
Type = SelfState
triggerall = name ="G-flandre"
triggerall = ishelper = 0
trigger1 = 1
Value = 0
ctrl = 1

[State 1500000]
type = ChangeState
triggerall = name = "G-flandre"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 169995]
type = ChangeAnim
triggerall = name != "G-flandre"
trigger1 = time = 0 && !ishelper
value = 5070

[State 40]
type = posset
triggerall = name != "G-flandre"
trigger1 = time = 0
y = 9999999
ignorehitpause = 1

[state a]
type = velset
triggerall = name != "G-flandre"
trigger1 = !alive
x = 0
y = 0

[State 9997, 1]
type = powerset
triggerall = name !="G-flandre"
trigger1 = 1
value = 0

[State 9997, 1]
type = Lifeset
triggerall = name !="G-flandre"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1113]
type = AssertSpecial
triggerall = ishelper
triggerall = name != "G-flandre"
trigger1 = 1
flag = invisible
flag2 = noshadow


[State 1113,varset]
type = varset
triggerall = ishelper
trigger1 = var(44) = 0
var(44) = anim

[State 1113,幩寕]
type = Projectile
triggerall = ishelper
trigger1 = time = 0
projID = 1113
projanim = ifelse(var(44) != 0,var(44),anim)
projscale = 1, 1
projremovetime = 3
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 2
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = prevstateno
p2stateno = prevstateno

[State 1113,幩寕]
type = Projectile
triggerall = var(44) != 0
trigger1 = time > 0
trigger1 = time%2 = 0
projID = 1113
projanim = var(44)
projscale = 1, 1
projremove = 0
projremovetime = 50000
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = 50
p2stateno = prevstateno

[State 60]
type = changestate
triggerall = name !="G-flandre"
triggerall = !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="G-flandre"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[State 1113,Changeanim]
type = changeanim2
triggerall = name != "G-flandre"
trigger1 = time = 1
value = 1113

[State 1114,lifeadd]
type = lifeadd
triggerall = name != "G-flandre"
trigger1 = time = 0
value = -999999999
absolute = 1


[Statedef 1115]
type    = A 
movetype = I
physics = N

[State -2]
type = ctrlset
trigger1 = 1
value = 1
ignorehitpause = 1

[state -2]
type = lifeset
triggerall = winko = 0
triggerall = loseko = 0
triggerall = !time
triggerall = roundstate = 3
trigger1 = 1
value = lifemax
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -2]
type = lifeset
trigger1 = 1
value = lifemax
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 640, ChangeState]
type = ChangeState
trigger1 = Time >= 0
trigger1 = StateType = S
value = 0
ctrl = 1

[State 640, ChangeState]
type = ChangeState
trigger1 = Time  >= 0
trigger1 = StateType = A
value = 51
ctrl = 1

[State 6500]
Type = ChangeAnim
Trigger1 = 1
Value = 1115
IgnoreHitPause = 1


[Statedef 1116]
Type = S
MoveType= I
Physics = S
SprPriority = 3
anim = 7081


[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = time = 2
Value = S100, 15

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S400, 26

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S400, 31

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S400, 32

[State -2,l]
type = lifeadd
trigger1 = time >= 57
value = -200
kill = 0

[State 3020, SuperPause]
Type = null;SuperPause
Trigger1 = Time = 0
Time = 220
MoveTime = 220
Darken = 0
Pos = 0, -45
Anim = -1

[state 6503,1]
type = explod
Trigger1 = AnimElem = 1
anim = 7060
id = 6500
sprpriority = 999998
postype = p1
pos = 0,-50
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

trans = add

[state 6503,1]
type = explod
Trigger1 = AnimElem = 2
anim = 7058
id = 6500
sprpriority = 999998
scale = 1.5,1.5
postype = p1
pos = 22,-30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

trans = add

[state 6503,1]
type = explod
Trigger1 = AnimElem = 2
anim = 7059
id = 6500
sprpriority = 999998
scale = 1.5,1.5
postype = p1
pos = -22,-60
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

trans = add

[State 7051]
type = EnvShake
Trigger1 = AnimElem = 2
time = 20
ampl = -25
freq = 95
phase = 95
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000]
type =allPalFx
Trigger1 = AnimElem = 2
add = 256,256,256
time = 5

[State -2]
type = null;PalFX
triggerall = palno = 12
Trigger1 = time = 0
add = 1,1,1
time = 9999999999999999999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag  = nomusic
flag2 = nobg
flag3 = nofg
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = null;AssertSpecial
trigger1 = 1
flag  = nobardisplay

[State 5150, 3]
type = Changestate
trigger1 = Time >= 290
value = 5100

[State 5150, 3]
type = null;Changestate
trigger1 = palno != 12
value = 0
ctrl = 1

[Statedef 100000]
type = A
ctrl = 0
anim = 15991
velset = 0,0

[State 100000]
type = ReversalDef
Trigger1 = !win
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP
pausetime = 0,1000000000000
sparkno = -1
numhits = 0
sparkxy = 999,999
hitsound = -1,0
p2stateno = 1000000

[State 100000]
type = Projectile
trigger1 = win
projID = 10000
projanim = 15991
projscale = 0, 0
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 20
projstagebound = 20
projheightbound = -240, 9999999999999
supermovetime = 99999999
pausemovetime = 99999999
offset = 0, 0
postype = p2
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = C,NA
hitflag = MAFD
damage = 1000000000
sparkno = 0
guard.sparkno = S10000
pausetime = 0,0
numhits = 0
p2stateno = 5150
fall.damage = 100000000000
fall = 1
fall.recover = 0
persistent = 0
guard.dist = 0

[State 100000]
type = Projectile
trigger1 = root,stateno = 1000000
trigger1 = time%20 = 0
projID = 10000
projanim = 15991
projscale = 0, 0
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 20
projstagebound = 20
projheightbound = -240, 9999999999999
supermovetime = 99999999
pausemovetime = 99999999
offset = 0, 0
postype = p2
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = C,NA
hitflag = MA
damage = 1000000000
sparkno = S10000
guard.sparkno = S10000
fall.damage = 100000000000
fall = 1
fall.recover = 0
p2stateno = 5150
guard.dist = 0

[State 100000]
type = targetfacing
Trigger1 = numtarget
value = -1

[State 100000]
type = targetlifeadd
Trigger1 = numtarget
value = -99999999
absoluet = 1

[State 100000]
type = targetstate
triggerall = !win
Trigger1 = numtarget
trigger1 = movehit > 120
value = 5150

[State 40005,destroyself]
type = destroyself
trigger1 = time > 40
ignorehitpause = 1

;---------------------------------------------------------------------
[Statedef 1000000]
type    = U
movetype= A
physics = N
velset = 0,0

[State 1000000]
type = lifeset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000000]
type = Projectile
trigger1 = !time && !lose
trigger1 = gametime%10 <= 2 && enemynear,var(1) != 0
projID = 1000000
projanim = ifelse(enemynear,var(2) != 0,enemynear,var(2),anim)
projscale = 0, 0
projremove = 1
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
numhits = 0
attr = C, HP
damage = 0,0
hitflag = MAFDP
p1stateno = enemynear,var(1)
ignorehitpause = 1

[State 1000000]
type = Projectile
trigger1 = !time && !lose
trigger1 = gametime%10 > 2 || enemynear,var(1) = 0 || enemynear,var(2) = 0
projID = 1000000
projanim = anim
projscale = 0, 0
projremove = 1
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
numhits = 0
attr = C, HP
damage = 0,0
hitflag = MAFDP
p1stateno = prevstateno
ignorehitpause = 1

[State 40005,幩寕]
type = Projectile
trigger1 = time > 30
trigger2 = lose
projID = 1000000
projanim = anim
projscale = 0, 0
projremove = 0
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 0
numhits = 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = C, HP
damage = 0,0
hitflag = MAFDP
p1stateno = 50 + (lose = 1) * 5100
ignorehitpause = 1

[State 1000000]
type = changeanim2
trigger1 = name != "G-flandre"
trigger1 = sysvar(4) = 4
value = 15020
ignorehitpause = 1

[State 1000000]
type = HitDef
trigger1 = sysvar(4) = 4
trigger1 = name != "G-flandre"
attr = C,NA
hitflag = MA
sparkno = S0
guard.sparkno = S0
ignorehitpause = 1

[State 40005,selfstate]
type = varadd
trigger1 = !ishelper
sysvar(4) = 1
ignorehitpause = 1

[State 40005,selfstate]
type = changestate
trigger1 = !ishelper && sysvar(4) = 120
value = 5150
ctrl = 1
ignorehitpause = 1

[State 40005,assertspecial]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 40005]
type = angledraw
trigger1 = 1
scale = 0,0
ignorehitpause = 1

[State 40005,destroyself]
type = destroyself
trigger1 = time > 120
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
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[state 1]
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triggerall = name != "G-flandre"
trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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[state 1]
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triggerall = name != "G-flandre"
trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1

[Statedef 50000]
anim = 50003

[State 50000]
type = BindToroot
trigger1 = ishelper
ignorehitpause = 1

[State 1450000]
type = PlayerPush
trigger1 = 1
value = 0

[State 50000]
type = SelfState
trigger1 = !ishelper
value = 50
ctrl = 1
ignorehitpause = 1

[State 50000]
type = HitBy
trigger1 = ishelper
value = C,SA
ignorehitpause = 1

[State 50000]
type = DestroySelf
trigger1 = enemy,numprojid(1450001) <= 0

[Statedef 32400]
anim = 10001
ctrl = 0

[State 32400]
type = changestate
trigger1 =!ishelper
value = 50
ctrl=1
ignorehitpause = 1

[State 32400]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 32400]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 32400
ignorehitpause = 1

[State 32400]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 32400]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
pausetime = 0,4
p2stateno = 1500000
ignorehitpause = 1

[State 32400]
type = targetlifeadd
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = 1
value = -ceil(ifelse((random <= 499),5 + (random%10),25))
absolute = 1
ignorehitpause = 1

[State 32400]
type = targetdrop
trigger1 = target,ishelper

[State 32400]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = !target,ishelper
value = 5150
persistent = 0
ignorehitpause = 1

[state 32400]
type = destroyself
trigger1 = root,stateno != 3241
trigger1 = roundstate != 2
ignorehitpause = 1

[Statedef 1500000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1500000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State -2, ]
Type = SelfState
triggerall = name ="G-flandre"
triggerall = ishelper = 0
trigger1 = 1
Value = 0
ctrl = 1

[State 1500000]
type = ChangeState
triggerall = name = "G-flandre"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 1500000]
type = DestroySelf
triggerall = name = "G-flandre"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 1500000]
type = LifeSet
triggerall = name != "G-flandre"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1500000]
type = lifeadd
triggerall = name != "G-flandre"
trigger1 = 1
value = -9999999999999999999999
absolute = 1
ignorehitpause = 1

[State 1500000]
type = PowerSet
triggerall = name != "G-flandre"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1500000]
type = ChangeState
triggerall = name != "G-flandre"
triggerall = ishelper = 0
trigger1 = !alive
trigger2 = lose
value = 5150
ignorehitpause = 1

[State 1500000]
type = AssertSpecial
trigger1 = name != "G-flandre"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 1500000]
type = BindToTarget
triggerall = name != "G-flandre"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1500000]
type = BindToParent
triggerall = name != "G-flandre"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1500000]
type = BindToRoot
triggerall = name != "G-flandre"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1500000]
type = VelSet
triggerall = name != "G-flandre"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 1500000]
type = PosSet
triggerall = name != "G-flandre"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 1500000]
type = Projectile
triggerall = root,name != "G-flandre"
triggerall = ishelper
trigger1 = root,numprojid(1450001) <= 0
projanim = anim
projid = 1450001
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 1500000]
type = Projectile
triggerall = root,name != "G-flandre"
triggerall = ishelper
trigger1 = root,numprojid(1450001) <= 0
projanim = anim
projid = 1450001
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 1500000]
type = DestroySelf
triggerall = name != "G-flandre"
triggerall = ishelper
trigger1 = root,numprojid(1450001) <= 0
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
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ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
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[state 1]
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triggerall = name != "G-flandre"

trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "G-flandre"
trigger1 = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;曄悢婰壇梡僿儖僷乕僗僥乕僩
;---------------------------------------------------------------------------

[Statedef 1007]
type    = S
movetype= I
physics = S
anim = 50002

[State 1007]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1007]
type = BindToroot
trigger1 = 1
pos=0,-25
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1007]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;杮懱偑僗僥乕僩扗傢傟偰偄傞帪娫傪僇僂儞僩
[state 1007]
type = varset
trigger1 =1
v = 0
value =(roundstate=2)*(root,var(1)!=gametime)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;杮懱儔僀僼曐懚偦偺1
;偙偺婰弎偩偲roundstate>2帪偵弶婜壔偝傟傑倳
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 1
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(1)-root,life>root,lifemax*0.2),var(2),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;忋婰value愢柧
;roundstate<2側傜偽root,lifemax傪僙僢僩丅
;roundstate<2偱側偄側傜(曐懚偟偨儔僀僼偐傜杮懱尰嵼儔僀僼傪堷偄偨悢偑杮懱儔僀僼嵟戝抣偺2妱傛傝戝偒偄)側傜var(2)傪僙僢僩
;偦偆偱側偄側傜杮懱尰嵼儔僀僼傪僙僢僩

;杮懱儔僀僼曐懚偦偺2
;偙偺婰弎偩偲roundstate>2帪偵弶婜壔偝傟傑倳
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(2)-root,life<root,lifemax*0.2)||roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;忋婰僩儕僈乕愢柧
;gametime%10=0偺帪偵(曐懚偟偨儔僀僼偐傜杮懱尰嵼儔僀僼傪堷偄偨悢偑杮懱儔僀僼嵟戝抣偺2妱傛傝彫偝偄帪)

;忋婰value愢柧
;roundstate<=2偺帪偵roundstate<2側傜偽杮懱儔僀僼嵟戝抣傪僙僢僩丅
;偦偆偱側偄側傜杮懱尰嵼儔僀僼傪僙僢僩

;杮懱儔僀僼曐懚偦偺3
;roundstate>2偺帪偺儔僀僼堐帩偵巊梡(崱夞偼巊梡偟偰側偄)
[state 1007]
type = varset
trigger1 =roundstate<=2
v = 3
value = root,life
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[StateDef 1008]
Type = L
MoveType= H
Physics = N
SprPriority = -3

[State 5150, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 0, 0

[State 5150, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5150

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,320]
flag = roundnotover

[State 186, 壒]
type = PlaySnd
Trigger1 = Time >= 15
trigger1 = time <= 207
trigger1 = (GameTime%65) = 1
value = 400, 40
freqmul = 2.0+((random%8)*0.1)

[State 186, 壒]
type = PlaySnd
Trigger1 = Time = 10
value = 400, 39

[State 187]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State a]
type = Explod
trigger1 = time >= 20
trigger1 = time <= 257
trigger1 = (GameTime%3) = 0
anim = 7111
sprpriority = 11
postype = p1
pos = -40+ (random%90) ,-15+ (random%10)
scale = 0.4 ,0.4
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -1.5 + (random%1),-1.5 + (random%1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 15
trigger1 = time <= 257
trigger1 = (GameTime%4) = 0
anim = 7111
sprpriority = 11
postype = p1
pos = -40+ (random%90) ,-15+ (random%10)
scale = 0.5 ,0.5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -1.5 + (random%1),-2 + (random%1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
