;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ディバインアロー：エアヘルパー
[Statedef 1001]
type    = S
movetype= A
physics = N
velset = 7,0
anim = 1003

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 200

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
flag3 = Invisible
ignorehitpause = 1

[State 9000, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9000, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 1002
time = -1
ignorehitpause = 1

[State 9000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9000, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -50
trigger2 = Root,NumProj = 0

;-------------------------------------------------------------------------
[Statedef 1002]
type = S
movetype = I
physics = N
anim = 1003
velset = 7,0

[State 9001, ChangeState]
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 9001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
flag3 = Invisible
ignorehitpause = 1

[State 9001, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9001, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 1002
time = -1
ignorehitpause = 1

[State 9001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9001, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -50
trigger2 = Root,NumProj = 0

[State 1002, End]
type = ChangeState
triggerall = time > 0
trigger1 = !(FrontEdgeDist < -50 || Root,NumProj = 0)
value = 1001
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ディバインアロー：グランドヘルパー
[Statedef 9000]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1101

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, < 0
value = 200

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, >= 0
value = 0

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9000, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 230,100

[State 9000, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1100
time = 1
facing = 1
pos = 0,0

[State 9000, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9000, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9001
time = -1
ignorehitpause = 1

[State 9000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9000, Projectile1]
type = Projectile
projID = 1100
trigger1 = !Root,var(9)
trigger1 = AnimElem = 3
projanim = 9000
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 1
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,SP
damage = Ceil((Ceil(16+Root,var(5)*0.5**(Root,var(6)))-1)*(100-Random%11)*10/103),Ceil((Ceil(2*0.5**(Root,var(6)))-1)*(100-Random%11)*10/103)
animtype = Back
guardflag = L
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,9
hitsound   = S5,4
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = Floor(P2BodyDist X)+20,-5
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = 0,0
guard.velocity = -10.35
air.velocity = -4,-7.5
yaccel = .5
getpower = 0,0
fall = 1
fall.recovertime = 30+11-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 1100

[State 9000, Projectile2]
type = Projectile
projID = 1101
trigger1 = !Root,var(9)
trigger1 = AnimElem = 6
projanim = 9001
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 1
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,SP
damage = Ceil((Ceil((16+Root,var(5))*0.5**(Root,var(6)))-1)*(100-Random%11)*10/103),Ceil((Ceil(2*0.5**(Root,var(6)))-1)*(100-Random%11)*10/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,9
hitsound   = S5,4
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = Floor(P2BodyDist X)+60,-35+Floor(P2BodyDist Y)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -5,-7.5
guard.velocity = -10.35
air.velocity = -5,-7.5
yaccel = .5
getpower = 0,0
fall = 1
fall.recovertime = 30+11-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 1101

[State 9000, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9001]
type = S
movetype = I
physics = N
anim = 9002
velset = 0,0

[State 9001, ChangeState]
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 9001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 9001, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9001, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9001
time = -1
ignorehitpause = 1

[State 9001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9001, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo = 1100
trigger1 = Root,AnimElem = 6, = 3
trigger2 = Root,StateNo != 1100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;飛び道具反射ヘルパー
[Statedef 9100]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9100
ctrl = 0
sprpriority = 1

[State 9100, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1400
time = 1
facing = 1
pos = 0,0

[State 9100, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 2

[State 9100, HitOverRide]
type = HitOverRide
Trigger1 = 1
time = 2
attr = SCA,AA,AT,AP
stateno = 9101
ignorehitpause = 1

[State 9100, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo = 1400
trigger1 = Root,AnimElem = 15
trigger2 = Root,StateNo != 1400
trigger3 = NumProjID(9001) = 1

;-------------------------------------------------------------------------
[Statedef 9101]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 1

[State 9101, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1,3

[State 9101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 9101, Projectile]
type = Projectile
trigger1 = !Root,var(9)
trigger1 = Time = 0
attr = S,SP
projID = 9001
animtype = DigUp
hitflag = MAF
guardflag = M
projpriority = 7
projanim = 1401
projhitanim = 1002
projremove = 1
offset = 75,-75
postype = P1
velocity = 13,0
damage = Ceil((17+Root,var(5))*(100-Random%11)*10/103),Ceil((2+Root,var(5))*(100-Random%11)*10/103)
projedgebound = 50
projstagebound = 50
pausetime = 0,3
guard.pausetime = 0,1
ground.hittime = 17
guard.slidetime = 17
guard.ctrltime = 17
ground.velocity = -7,-9
guard.velocity = -10.35
air.velocity = -7,-9
yaccel = .5
air.hittime = 60
sparkno = S7004
guard.sparkno = S7102
sparkxy = 5,-60
hitsound = S5,4
guardsound = S6,1
fall = 1
fall.recovertime = 20+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
getpower = 0,0
givepower = 20,20

[State 9101, DestroySelf]
type = DestroySelf
trigger1 = Time = 3

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ヴォイドヘルパー
[Statedef 9200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 1501
ctrl = 0
sprpriority = 7

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 9200, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1500
time = 1
facing = 1
pos = 0,0

[State 9200, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 230,70

[State 9200, ReversalDef]
type = ReversalDef
triggerall = Root,StateNo = 1500
trigger1 = Time = 0
pausetime = 11,11
sparkno = -1
sparkxy = -1
hitsound = S5,5
attar = S,SP
reversal.attr = SC,NA
numhits = 0
p2stateno = 1505
p2facing = 1
sprpriority = 7
fall = 1
fall.recover = 0
ID = 1500

[State 9200, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,StateNo != 1500

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;イーディアンブレイドヘルパー
[Statedef 9300]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9300
sprpriority = 7

[State -2, AttackDist]
type = AttackDist
trigger1 = !MoveContact
value = 250

[State -2, AttackDist]
type = AttackDist
trigger1 = MoveContact
value = 0

[State 9300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4,5

[State 9300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9300, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9300, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

[State 9300, Projectile]
type = Projectile
projID = 2000
trigger1 = !Root,var(9)
trigger1 = AnimElem = 1
projanim = 2002
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 28
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Up
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = -1
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-75+Floor(P2BodyDist y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -3,-10
guard.velocity = -10.35
air.velocity = -4,-8.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 30+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 9300
sprpriority = 7

[State 9300, Projectile]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2004
projID = 9300
hitflag = P
attr = S,HP
projpriority = 7
projremove = 1
projremanim = -1
projremovetime = 14

[State 9300, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Blade"
ID = 9307
pos = 0,0
postype = P1
facing = 1
stateno = 9307
ownpal = 1
ignorehitpause = 1

[State 9300, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
name = "Blade"
ID = 9301
pos = 40,0
postype = P1
facing = 1
stateno = 9301
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 9300, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9301]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9300

[State -2, AttackDist]
type = AttackDist
trigger1 = !MoveContact
value = 250

[State -2, AttackDist]
type = AttackDist
trigger1 = MoveContact
value = 0

[State 9301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9301, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4,5

[State 9301, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9301, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9301, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

[State 9301, Projectile]
type = Projectile
projID = 2001
trigger1 = !Root,var(9)
trigger1 = AnimElem = 1
projanim = 2002
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 28
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = -1
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-75+Floor(P2BodyDist y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -3,-10
guard.velocity = -10.35
air.velocity = -4,-8.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 30+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 9301
sprpriority = 7

[State 9301, Projectile]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2004
projID = 9300
hitflag = P
attr = S,HP
projpriority = 7
projremove = 1
projremanim = -1
projremovetime = 14

[State 9301, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Blade"
ID = 9307
pos = 0,0
postype = P1
facing = 1
stateno = 9307
ownpal = 1
ignorehitpause = 1

[State 9301, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
name = "Blade"
ID = 9302
pos = 40,0
postype = P1
facing = 1
stateno = 9302
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 9301, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9302]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9300

[State -2, AttackDist]
type = AttackDist
trigger1 = !MoveContact
value = 250

[State -2, AttackDist]
type = AttackDist
trigger1 = MoveContact
value = 0

[State 9302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9302, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4,5

[State 9302, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9302, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9302, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

[State 9302, Projectile]
type = Projectile
projID = 2002
trigger1 = !Root,var(9)
trigger1 = AnimElem = 1
projanim = 2002
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 28
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = -1
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-75+Floor(P2BodyDist y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -3,-10
guard.velocity = -10.35
air.velocity = -4,-8.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 30+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 9302
sprpriority = 7

[State 9302, Projectile]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2004
projID = 9300
hitflag = P
attr = S,HP
projpriority = 7
projremove = 1
projremanim = -1
projremovetime = 14

[State 9302, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Blade"
ID = 9307
pos = 0,0
postype = P1
facing = 1
stateno = 9307
ownpal = 1
ignorehitpause = 1

[State 9302, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
name = "Blade"
ID = 9303
pos = 40,0
postype = P1
facing = 1
stateno = 9303
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 9302, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9303]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9300

[State -2, AttackDist]
type = AttackDist
trigger1 = !MoveContact
value = 250

[State -2, AttackDist]
type = AttackDist
trigger1 = MoveContact
value = 0

[State 9303, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9303, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4,5

[State 9303, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9303, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9303, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

[State 9303, Projectile]
type = Projectile
projID = 2003
trigger1 = !Root,var(9)
trigger1 = AnimElem = 1
projanim = 2002
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 28
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = -1
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-75+Floor(P2BodyDist y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -3,-10
guard.velocity = -10.35
air.velocity = -4,-8.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 30+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 9303
sprpriority = 7

[State 9303, Projectile]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2004
projID = 9300
hitflag = P
attr = S,HP
projpriority = 7
projremove = 1
projremanim = -1
projremovetime = 14

[State 9303, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Blade"
ID = 9307
pos = 0,0
postype = P1
facing = 1
stateno = 9307
ownpal = 1
ignorehitpause = 1

[State 9303, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
name = "Blade"
ID = 9304
pos = 40,0
postype = P1
facing = 1
stateno = 9304
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 9303, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9304]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9300

[State -2, AttackDist]
type = AttackDist
trigger1 = !MoveContact
value = 250

[State -2, AttackDist]
type = AttackDist
trigger1 = MoveContact
value = 0

[State 9304, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9304, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4,5

[State 9304, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9304, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9304, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

[State 9304, Projectile]
type = Projectile
projID = 2004
trigger1 = !Root,var(9)
trigger1 = AnimElem = 1
projanim = 2002
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 28
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = -1
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-75+Floor(P2BodyDist y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -3,-10
guard.velocity = -10.35
air.velocity = -4,-8.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 30+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 9304
sprpriority = 7

[State 9304, Projectile]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2004
projID = 9300
hitflag = P
attr = S,HP
projpriority = 7
projremove = 1
projremanim = -1
projremovetime = 14

[State 9304, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Blade"
ID = 9307
pos = 0,0
postype = P1
facing = 1
stateno = 9307
ownpal = 1
ignorehitpause = 1

[State 9304, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
name = "Blade"
ID = 9305
pos = 40,0
postype = P1
facing = 1
stateno = 9305
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 9304, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9305]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9300

[State -2, AttackDist]
type = AttackDist
trigger1 = !MoveContact
value = 250

[State -2, AttackDist]
type = AttackDist
trigger1 = MoveContact
value = 0

[State 9305, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9305, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4,5

[State 9305, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9305, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9305, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

[State 9305, Projectile]
type = Projectile
projID = 2005
trigger1 = !Root,var(9)
trigger1 = AnimElem = 1
projanim = 2002
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 28
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = -1
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-75+Floor(P2BodyDist y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -3,-10
guard.velocity = -10.35
air.velocity = -4,-8.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 30+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 9305
sprpriority = 7

[State 9305, Projectile]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2004
projID = 9300
hitflag = P
attr = S,HP
projpriority = 7
projremove = 1
projremanim = -1
projremovetime = 14

[State 9305, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Blade"
ID = 9307
pos = 0,0
postype = P1
facing = 1
stateno = 9307
ownpal = 1
ignorehitpause = 1

[State 9305, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
name = "Blade"
ID = 9306
pos = 40,0
postype = P1
facing = 1
stateno = 9306
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 9305, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9306]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9300

[State -2, AttackDist]
type = AttackDist
trigger1 = !MoveContact
value = 250

[State -2, AttackDist]
type = AttackDist
trigger1 = MoveContact
value = 0

[State 9306, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9306, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4,5
volume = 255

[State 9306, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9306, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9306, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

[State 9306, Projectile]
type = Projectile
projID = 2006
trigger1 = !Root,var(9)
trigger1 = AnimElem = 1
projanim = 2002
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 28
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = -1
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-75+Floor(P2BodyDist y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -3,-10
guard.velocity = -10.35
air.velocity = -4,-8.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 30+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 9306
sprpriority = 7
p2stateno = 2005

[State 9306, Projectile]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2004
projID = 9300
hitflag = P
attr = S,HP
projpriority = 7
projremove = 1
projremanim = -1
projremovetime = 14

[State 9306, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Blade"
ID = 9307
pos = 0,0
postype = P1
facing = 1
stateno = 9307
ownpal = 1
ignorehitpause = 1

[State 9306, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9307]
type = S
movetype = I
physics = N
anim = 9301
velset = 0,0

[State 9307, ChangeState]
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 9307, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 9307, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9307, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9307, DestroySelf]
type = DestroySelf
trigger1 = Time > 20
trigger2 = Time = -1
trigger3 = Time > 0
trigger3 = PrevStateNo = 5000
ignorehitpause = 1

[State -2, デバッグ]
Type = AppendToClipboard
Trigger1 = 1
Text = "%d\n"
Params = prevstateno
IgnoreHitPause = 1

[State 9307, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9307
time = -1
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ケイオス　タイドヘルパー
[Statedef 9400]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2102

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, < 0
value = 280

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, >= 0
value = 0

[State 9400, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
ignorehitpause = 1

[State 9400, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 230,100

[State 9400, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 2100
time = 1
facing = 1
pos = 0,0

[State 9400, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9400, HitBy]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9401
time = -1
ignorehitpause = 1

[State 9400, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9400, Projectile1]
type = Projectile
projID = 2100
trigger1 = !Root,var(9)
trigger1 = AnimElem = 2
projanim = 9400
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 2
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = S5,4
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = Floor(P2BodyDist X)+10,-85+Floor(P2BodyDist Y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -4,-7.5
guard.velocity = -10.35
air.velocity = -4,-7.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 25+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 2100

[State 9400, Projectile2]
type = Projectile
projID = 2101
trigger1 = !Root,var(9)
trigger1 = AnimElem = 4
projanim = 9401
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 2
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = S5,4
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = Floor(P2BodyDist X)+20,-80+Floor(P2BodyDist Y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -4,-7.5
guard.velocity = -10.35
air.velocity = -4,-7.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 25+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 2101

[State 9400, Projectile3]
type = Projectile
projID = 2102
trigger1 = !Root,var(9)
trigger1 = AnimElem = 6
projanim = 9402
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 2
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = S5,4
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = Floor(P2BodyDist X)+30,-45+Floor(P2BodyDist Y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -4,-7.5
guard.velocity = -10.35
air.velocity = -4,-7.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 25+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 2102

[State 9400, Projectile4]
type = Projectile
projID = 2103
trigger1 = !Root,var(9)
trigger1 = AnimElem = 7
projanim = 9403
projhitanim = -1
projremanim = -1
projremove = 0
projremovetime = 2
projpriority = 7
offset = 0,0
velocity = 0,0
attr = S,HP
damage = Ceil(Root,fvar(2)*(100-Random%11)*10/103),Ceil(Root,fvar(2)*(100-Random%11)*1/103)
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,9
guard.pausetime = 0,7
hitsound   = S5,4
guardsound = S6,1
sparkno = S7003
guard.sparkno = S7102
sparkxy = Floor(P2BodyDist X)+40,-65+Floor(P2BodyDist Y)
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = -4,-7.5
guard.velocity = -10.35
air.velocity = -4,-7.5
yaccel = .55
getpower = 0,0
fall = 1
fall.recovertime = 25+9-Ceil((P2BodyDist Y+EnemyNear,Vel Y)/7.5)
projedgebound = 200
projstagebound = 200
givepower = 20,20
ID = 2103

[State 9400, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
[Statedef 9401]
type = S
movetype = I
physics = N
anim = 9404
velset = 0,0

[State 9401, ChangeState]
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 9401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 9401, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 9401, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 9401
time = -1
ignorehitpause = 1

[State 9401, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9401, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo = 2100
trigger1 = Root,AnimElem = 18, = 7
trigger2 = Root,StateNo != 2100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;画面フラッシュヘルパー
[Statedef 12000]
type    = A
movetype= I
physics = N
anim = 9999

[State 12000, Envcolor]
type = Envcolor
trigger1 = Time < 10
trigger1 = Timemod = 2,0
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 12000, Envcolor]
type = Envcolor
trigger1 = Time < 10
trigger1 = Timemod = 2,1
value = 255,0,0
time = 2
under = 1
ignorehitpause = 1

[State 12000, Envcolor]
type = Envcolor
trigger1 = Time = 10
ignorehitpause = 1
value = 255,255,255
time = 1
under = 1

[State 12000, DestroySelf]
type = DestroySelf
trigger1 = RoundState != [2,4]

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;先行入力受付ヘルパー
[Statedef 15000]
type = S
anim = 9999
ctrl = 0

[State 15000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 15000, DestroySelf]
type = DestroySelf
trigger1 = Root,var(59)

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 3000)
trigger1 = Root,Command = "ブルータル　ゴッド　プロジェクト"
trigger1 = Power >= 2000 || Power >= 3000 && (StateNo = [1200,1400])
var(2) = 1

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 2100)
trigger1 = Root,Command = "ケイオス　タイド"
trigger1 = Power >= 1000 || Power >= 2000 && (StateNo = [1200,1400])
var(2) = 2

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 2000)
trigger1 = Root,Command = "イーディアンブレイド"
trigger1 = Power >= 1000 || Power >= 2000 && (StateNo = [1200,1400])
var(2) = 3

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1500)
trigger1 = Root,Command = "ヴォイド　ジェノサイド"
var(2) = 4

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1400)
trigger1 = Root,Command = "ネガ・ジェネシス"
var(2) = 5

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1350)
trigger1 = Root,Command = "チェーンブレイド　サジタルエッジ　スライス　Ｃ"
var(2) = 6

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1300)
trigger1 = Root,Command = "チェーンブレイド　サジタルエッジ　スライス　Ａ"
var(2) = 7

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1250)
trigger1 = Root,Command = "チェーンブレイド　トランスアキシャル　スライス　Ｃ"
var(2) = 8

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1200)
trigger1 = Root,Command = "チェーンブレイド　トランスアキシャル　スライス　Ａ"
var(2) = 9

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1100)
trigger1 = Root,Command = "ディバインアロー：グランド"
var(2) = 10

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 1000)
trigger1 = Root,Command = "ディバインアロー：エア"
var(2) = 11

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 750)
trigger1 = Root,Command = "a+b" && Root,Command = "holdback"
var(2) = 12

[State 15000, ParentVarSet]
type = ParentVarSet
triggerall = !Root,Ctrl && !Root,var(2)
trigger1 = !(Root,StateNo = 700)
trigger1 = Root,Command = "a+b" && Root,Command != "holdback"
var(2) = 13

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;AI起動用ヘルパー
[Statedef 20000]
anim = 9999
ctrl = 0

[State 20000, SelfState]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 20000, VarSet]
type = VarSet
trigger1 = Command = "up" && Root,Command = "up"
trigger2 = Command = "down" && Root,Command = "down"
trigger3 = Command = "back" && Root,Command = "back"
trigger4 = Command = "fwd" && Root,Command = "fwd"
trigger5 = Command = "a" && Root,Command = "a"
trigger6 = Command = "b" && Root,Command = "b"
trigger7 = Command = "c" && Root,Command = "c"
trigger8 = Command = "x" && Root,Command = "x"
trigger9 = Command = "y" && Root,Command = "y"
trigger10 = Command = "z" && Root,Command = "z"
trigger11 = Command = "start" && Root,Command = "start"
var(59) = -1

[State 20000, DestroySelf]
Type = DestroySelf
triggerall = IsHelper
trigger1 = Root,var(59) || var(59) = -1
trigger2 = Command = "up" && Root,Command = "up"
trigger3 = Command = "down" && Root,Command = "down"
trigger4 = Command = "back" && Root,Command = "back"
trigger5 = Command = "fwd" && Root,Command = "fwd"
trigger6 = Command = "a" && Root,Command = "a"
trigger7 = Command = "b" && Root,Command = "b"
trigger8 = Command = "c" && Root,Command = "c"
trigger9 = Command = "x" && Root,Command = "x"
trigger10 = Command = "y" && Root,Command = "y"
trigger11 = Command = "z" && Root,Command = "z"
trigger12 = Command = "start" && Root,Command = "start"

[State 20000, VarSet]
type = VarSet
triggerall = var(59) != -1
trigger1 = Root,Command = "up"
trigger2 = Root,Command = "down"
trigger3 = Root,Command = "back"
trigger4 = Root,Command = "fwd"
trigger5 = Root,Command = "a"
trigger6 = Root,Command = "b"
trigger7 = Root,Command = "c"
trigger8 = Root,Command = "x"
trigger9 = Root,Command = "y"
trigger10 = Root,Command = "z"
trigger11 = Root,Command = "start"
var(59) = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;学習用ヘルパー
[Statedef 25000]
type = S
physics = N
movetype = I
anim = 9999
ctrl = 0

[State -2, デバッグ]
Type = AppendToClipboard
Trigger1 = 1
Text = "(0)=%d,(1)=%d,(2)=%d,SPX=%d,P2Back=%d\n"
Params = var(0),var(1),(var(2)),Floor(ScreenPos X),(EnemyNear,BackEdgeBodyDist)
IgnoreHitPause = 1

[State 25000, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0
facing = 1

[State -2, VarSet]
Type = VarSet
triggerall = (Root,var(59) || Root,fvar(1))
triggerall = RoundState = 2 && Life > 0
triggerall = Root,StateNo != [120,155]
triggerall = Root,GetHitVar(Damage) > 0
triggerall = EnemyNear(Root,var(58)),StateType != A
triggerall = EnemyNear(Root,var(58)),MoveType = A
triggerall = EnemyNear(Root,var(58)),NumProj = 0
triggerall = !var(39)
trigger1 = Root,MoveType = H
trigger1 = Root,StateType = C
trigger1 = (Root,PrevStateNo = [120,159])
trigger2 = Root,PrevStateNo = 131
trigger3 = Root,PrevStateNo = [152,153]
V = 39
Value = P2StateNo
IgnoreHitPause = 1

[State -2, VarSet]
Type = VarSet
triggerall = (Root,var(59) || Root,fvar(1))
triggerall = RoundState = 2 && Life > 0
triggerall = Root,StateNo != [120,155]
triggerall = Root,GetHitVar(Damage) > 0
triggerall = EnemyNear(Root,var(58)),StateType != C
triggerall = EnemyNear(Root,var(58)),MoveType = A
triggerall = EnemyNear(Root,var(58)),NumProj = 0
triggerall = !var(40)
trigger1 = Root,MoveType = H 
trigger1 = Root,StateType = S
trigger1 = (Root,PrevStateNo = [120,159])
trigger2 = Root,PrevStateNo = 130
trigger3 = Root,PrevStateNo = [150,151]
V = 40
Value = P2StateNo
IgnoreHitPause = 1

[State -2, VarSet]
Type = VarSet
triggerall = var(54) < 40
Trigger1 = 1
var(var(54)) = EnemyNear(Root,var(58)),StateNo
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = var(54) < 40
Triggerall = EnemyNear(Root,var(58)),StateNo != var(0) || var(54) <= 0
Triggerall = EnemyNear(Root,var(58)),StateNo != var(2) || var(54) <= 2
Triggerall = EnemyNear(Root,var(58)),StateNo != var(4) || var(54) <= 4
Triggerall = EnemyNear(Root,var(58)),StateNo != var(6) || var(54) <= 6
Triggerall = EnemyNear(Root,var(58)),StateNo != var(8) || var(54) <= 8
Triggerall = EnemyNear(Root,var(58)),StateNo != var(10) || var(54) <= 10
Triggerall = EnemyNear(Root,var(58)),StateNo != var(12) || var(54) <= 12
Triggerall = EnemyNear(Root,var(58)),StateNo != var(14) || var(54) <= 14
Triggerall = EnemyNear(Root,var(58)),StateNo != var(16) || var(54) <= 16
Triggerall = EnemyNear(Root,var(58)),StateNo != var(18) || var(54) <= 18
Triggerall = EnemyNear(Root,var(58)),StateNo != var(20) || var(54) <= 20
Triggerall = EnemyNear(Root,var(58)),StateNo != var(22) || var(54) <= 22
Triggerall = EnemyNear(Root,var(58)),StateNo != var(24) || var(54) <= 24
Triggerall = EnemyNear(Root,var(58)),StateNo != var(26) || var(54) <= 26
Triggerall = EnemyNear(Root,var(58)),StateNo != var(28) || var(54) <= 28
Triggerall = EnemyNear(Root,var(58)),StateNo != var(30) || var(54) <= 30
Triggerall = EnemyNear(Root,var(58)),StateNo != var(32) || var(54) <= 32
Triggerall = EnemyNear(Root,var(58)),StateNo != var(34) || var(54) <= 34
Triggerall = EnemyNear(Root,var(58)),StateNo != var(36) || var(54) <= 36
triggerall = EnemyNear(Root,var(58)),MoveType = A
triggerall = EnemyNear(Root,var(58)),StateType != A
triggerall = EnemyNear(Root,var(58)),HitDefAttr = SC,NA,SA
triggerall = Root,StateType != A
triggerall = Root,fvar(3) > 0
triggerall = !var(var(54)+1)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152  
Trigger1 = Root,Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
var(var(54)+1) = EnemyNear(Root,var(58)),Time -1
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(0) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(0) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(2) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(2) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(4) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(4) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(6) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(6) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(8) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(8) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(10) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(10) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(12) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(12) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(14) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(14) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(16) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(16) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(18) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(18) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(20) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(20) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(22) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(22) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(24) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(24) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(26) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(26) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(28) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(28) = Root,fvar(3)

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(30) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(30) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(32) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(32) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(34) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(34) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(36) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(36) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Triggerall = fvar(38) < Root,fvar(3)
Triggerall = EnemyNear(Root,var(58)),StateNo = var(0)
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 
Trigger1 = Time = 1
trigger2 = EnemyNear(Root,var(58)),MoveContact = 1
trigger2 = EnemyNear(Root,var(58)),HitCount = 1
Trigger3 = Root,StateNo = 5000 || Root,StateNo = 5010 
Trigger3 = Root,Time = 1
fvar(38) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Trigger1 = var(54) < 40
Trigger1 = var(var(54)+1)
fvar(var(54)) = Root,fvar(3)
IgNoreHitPause = 1

[State -2, VarSet]
Type = VarSet
Trigger1 = var(54) < 40
Trigger1 = var(var(54)+1)
fvar(var(54)+1) = Root,P2Dist Y
IgNoreHitPause = 1

[State -2, VarAdd]
Type = VarAdd
Trigger1 = var(var(54)+1)
var(54) = 2
IgNoreHitPause = 1

[State 25000, DestroySelf]
type = DestroySelf
trigger1 = !(Root,var(59) || Root,fvar(1))

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ガードヘルパー
[Statedef 30000]
type = S
physics = N
movetype = I
anim = 9999
ctrl = 0

[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -60,0
facing = 1

[State -2, VarSet]
type = VarSet
triggerall = RoundState = 2
trigger1 = !var(50)
trigger2 = Enemy(0),MoveType = I && !InGuardDist
var(50) = Enemy(0),NumHelper
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 1
triggerall = RoundState = 2
trigger1 = !var(51)
trigger2 = Enemy(1),MoveType = I && !InGuardDist
var(51) = Enemy(1),NumHelper
ignorehitpause = 1

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),NumHelper - var(50) > 0
trigger1 = Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)
trigger2 = NumEnemy = 2
trigger2 = Enemy(0),NumHelper - var(50) > 0
trigger2 = Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)
trigger3 = NumEnemy = 2
trigger3 = Enemy(1),NumHelper - var(51) > 0
trigger3 = Enemy(1),MoveType = A || (Enemy(1),MoveType != A && InGuardDist)
var(56) = 1
ignorehitpause = 1

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = NumEnemy = 1
trigger1 = !(Enemy(0),NumHelper - var(50) > 0 && (Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)))
trigger2 = NumEnemy = 2
trigger2 = !(Enemy(0),NumHelper - var(50) > 0 && (Enemy(0),MoveType = A || (Enemy(0),MoveType != A && InGuardDist)))
trigger2 = !(Enemy(1),NumHelper - var(51) > 0 && (Enemy(1),MoveType = A || (Enemy(1),MoveType != A && InGuardDist)))
var(56) = 0
ignorehitpause = 1

[State 30000, DestroySelf]
type = DestroySelf
trigger1 = !(Root,var(59) || Root,fvar(1))

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;画面端測定（左）
[Statedef 50000]
type = S
anim = 9999
ctrl = 0

[State 50000, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = Facing = -1

[State 50000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 50000, Projectile]
type = Projectile
triggerall = Root,NumProjID(50000) = 0
trigger1 = Time = 1
projanim = 9999
projID = 50000
projremovetime = -1
projremove = 0
velocity = -20
offset = 0,0
postype = P1
projedgebound = 9999999
projstagebound = 0
supermovetime = 9999999
pausemovetime = 9999999
persistent = 0

[State 50000, VarAdd]
type = VarAdd
trigger1 = Root,NumProjID(50000) > 0
var(41) = 1

[State 50000, PosAdd]
type = PosAdd
triggerall = var(41)
trigger1 = Root,NumProjID(50000) = 0
x = -20*(var(41)-1)
persistent = 0

[State 50000, VarSet]
type = VarSet
triggerall = var(41)
trigger1 = Root,NumProjID(50000) = 0
var(41) = 0
persistent = 0

[State 50000, Projectile]
type = Projectile
triggerall = Root,NumProjID(50000) = 0
trigger1 = Time > 1
trigger1 = !var(41)
projanim = 9999
projID = 50000
projremovetime = -1
projremove = 0
velocity = -1
offset = 0,0
postype = P1
projedgebound = 9999999
projstagebound = 0
supermovetime = 9999999
pausemovetime = 9999999
persistent = 0

[State 50000, PosAdd]
type = PosAdd
triggerall = var(41)
trigger1 = Root,NumProjID(50000) = 0
x = -1*(var(41))
persistent = 0

[State 50000, VarSet]
type = VarSet
triggerall = RoundState = 2
trigger1 = Time > 60
trigger1 = ScreenPos X = [-1,1]
var(42) = BackEdgeBodyDist

[State 50000, ParentVarSet]
type = ParentVarSet
trigger1 = var(42)
trigger1 = !Parent,var(42)
var(42) = -abs(var(42))
persistent = 0

[State 50000, PosAdd]
type = PosAdd
triggerall = Time > 120
trigger1 = Parent,var(42)
x = -Parent,var(42)
persistent = 0

[State 50000, ParentVarSet]
type = ParentVarSet
trigger1 = Root,Facing = -1
var(53) = Floor(abs(Pos X - Parent,Pos X))

[State 50000, VarSet]
type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy > 1
trigger2 = abs(Root,Pos X - Enemy(0),Pos X) <= abs(Root,Pos X - Enemy(1),Pos X)
var(43) = 0

[State 50000, VarSet]
type = VarSet
triggerall = NumEnemy > 1
trigger1 = abs(Root,Pos X - Enemy(0),Pos X) > abs(Root,Pos X - Enemy(1),Pos X)
var(43) = 1

[State 50000, ParentVarSet]
type = ParentVarSet
trigger1 = Enemy(var(43)),Facing = 1
var(52) = Floor(abs(Pos X - Enemy(var(43)),Pos X))

[State 50000, DestroySelf]
type = DestroySelf
trigger1 = !(Root,var(59) || Root,fvar(1))

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;画面端測定（右）
[Statedef 50010]
type = S
anim = 9999
ctrl = 0

[State 50010, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = Facing = 1

[State 50010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 50010, Projectile]
type = Projectile
triggerall = Root,NumProjID(50010) = 0
trigger1 = Time = 1
projanim = 9999
projID = 50010
projremovetime = -1
projremove = 0
velocity = -20
offset = 0,0
postype = P1
projedgebound = 9999999
projstagebound = 0
supermovetime = 9999999
pausemovetime = 9999999
persistent = 0

[State 50010, VarAdd]
type = VarAdd
trigger1 = Root,NumProjID(50010) > 0
var(41) = 1

[State 50010, PosAdd]
type = PosAdd
triggerall = var(41)
trigger1 = Root,NumProjID(50010) = 0
x = -20*(var(41)-1)
persistent = 0

[State 50010, VarSet]
type = VarSet
triggerall = var(41)
trigger1 = Root,NumProjID(50010) = 0
var(41) = 0
persistent = 0

[State 50010, Projectile]
type = Projectile
triggerall = Root,NumProjID(50010) = 0
trigger1 = Time > 1
trigger1 = !var(41)
projanim = 9999
projID = 50010
projremovetime = -1
projremove = 0
velocity = -1
offset = 0,0
postype = P1
projedgebound = 9999999
projstagebound = 0
supermovetime = 9999999
pausemovetime = 9999999
persistent = 0

[State 50010, PosAdd]
type = PosAdd
triggerall = var(41)
trigger1 = Root,NumProjID(50010) = 0
x = -1*(var(41))
persistent = 0

[State 50010, VarSet]
type = VarSet
triggerall = RoundState = 2
trigger1 = Time > 60
trigger1 = ScreenPos X = [319,321]
var(42) = BackEdgeBodyDist

[State 50010, ParentVarSet]
type = ParentVarSet
trigger1 = var(42)
trigger1 = !Parent,var(42)
var(42) = -abs(var(42))
persistent = 0

[State 50010, PosAdd]
type = PosAdd
triggerall = Time > 120
trigger1 = Parent,var(42)
x = -Parent,var(42)
persistent = 0

[State 50010, ParentVarSet]
type = ParentVarSet
trigger1 = Root,Facing = 1
var(53) = Floor(abs(Pos X - Parent,Pos X))

[State 50000, VarSet]
type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy > 1
trigger2 = abs(Root,Pos X - Enemy(0),Pos X) <= abs(Root,Pos X - Enemy(1),Pos X)
var(43) = 0

[State 50000, VarSet]
type = VarSet
triggerall = NumEnemy > 1
trigger1 = abs(Root,Pos X - Enemy(0),Pos X) > abs(Root,Pos X - Enemy(1),Pos X)
var(43) = 1

[State 50000, ParentVarSet]
type = ParentVarSet
trigger1 = Enemy(var(43)),Facing = -1
var(52) = Floor(abs(Pos X - Enemy(var(43)),Pos X))

[State 50000, DestroySelf]
type = DestroySelf
trigger1 = !(Root,var(59) || Root,fvar(1))

