;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僎乕僕媄
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒



;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[杮懱]僾儘儈僱儞僗Ex
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 3000]
type	= S
movetype= A
physics	= S
juggle	= 8
poweradd= 0
ctrl	= 0
velset	= 0,0
anim	= 3000
sprpriority = 2

[State 3000, 帪娫掆巭]
Type = null;SuperPause
trigger1 = animelem = 2, 1
pos = 3, -58
anim = 100   ;LV1梡傾僯儊丅丂LV2偼101丄LV3偼102傪巊偆丅
sound = 20, 0
poweradd = -1000

[State 3000, 壒傪柭傜偡]
Type = null;PlaySnd
Trigger1 = AnimElem = 2
volume = 256
value = 8500, 0

[State 3000, 帪娫掆巭]
Type = SuperPause
trigger1 = animelem = 2
anim = -1
time = 35
movetime = 0
p2defmul = 1
darken = 0
sound = s8500, 0
poweradd = -1000

[State 3000, 僿儖僷乕] ;僇僢僩僀儞
Type = Helper
trigger1 = animelem = 2
ID = 8500
name = "CutIn"
sprpriority = -5
pos = -20, 240
postype = back
stateno = 8500
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = time = [4,20]
value = , AA, AP

[State 3000, 巆憸]
Type = AfterImage
trigger1 = animelem = 2
trans = add
palcontrast = 180, 20, 20
time = 2

[State 3000, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(2) >= 1 && animelemtime(7) < 8
time = 2

[State 3000, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = anim = 3000
trigger1 = animelemtime(5) >= 0 && animelemtime(10) <= 0
value = 45, 0

[State 3000, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 5
x = 6

[State 3000, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
volume = 256
value = 2, 2

[State 3000, 僿儖僷乕] ;墛寱僄僼僃僋僩
Type = Helper
trigger1 = animelem = 5
name = "Prominence"
ID = 3000
pos = 0, 0
postype = p1
stateno = 3110
helpertype = normal
ownpal = 1
ignorehitpause=1

[State 3000, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 6
attr = S, HA
getpower = 0
damage = 200, 20
animtype = hard
guardflag = M
hitflag = MAF
priority = 5, Dodge
pausetime = 10, 20
sparkno = ifelse(var(8) = 0, 2, -1)
guard.sparkno = 40
sparkxy = -20, -65-Ceil(P2BodyDist Y)
hitsound = s2, 3
guardsound = 5, 10
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.type = Low
air.velocity = -2, -3
air.hittime = 12
air.fall = 1
absolute = 0
guard.dist = 240
ground.cornerpush.veloff = -4
fall.recover = 0
palfx.time = 30
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 3000

[State 3000, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僄僼僃僋僩昞帵

[Statedef 3110]
type	= U
movetype= U
physics	= U
ctrl	= 0
anim	= 15002
velset	= 0, 0
sprpriority = 1
ignorehitpause = 1

[State 3110, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 3110, 埵抲傪屌掕]
Type = BindtoParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State 3110, 昞帵桪愭搙]
type = SprPriority
trigger1 = root,animelemtime(7) >= 0
value = 3

[State 3110, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = root,anim = 3000
trigger1 = root,animelemtime(7) <= 0
value = 15002
elem = root,animelemno(0)

[State 3110, 傾僯儊曄峏]
type = ChangeAnim
triggerall = root,anim = 3000
triggerall = anim = 15002
trigger1 = animtime = 0
trigger2 = root,animelem = 10
value = 15001

[State 3110, 僿儖僷乕傪徚嫀]
Type = Destroyself
trigger1 = anim = 15001
trigger1 = animtime = 0
trigger2 = root,anim != 3000
time = 1
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[杮懱]ICBM
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 3200]
type	= S
movetype= I
physics	= N
poweradd= 30
ctrl	= 0
velset	= 0,0
anim	= 1200
sprpriority = 3

[State 3200, 帪娫掆巭]
Type = null;SuperPause
trigger1 = animelem = 2, 1
pos = 0, -58
anim = 101   ;LV1梡傾僯儊丅丂LV2偼101丄LV3偼102傪巊偆丅
sound = 20, 0
poweradd = -2000

[State 3200, 帪娫掆巭]
Type = SuperPause
trigger1 = animelem = 7
anim = -1
time = 35
movetime = 0
p2defmul = 1
darken = 0
sound = s8500, 0
poweradd = -2000

[State 3200, 僿儖僷乕] ;僇僢僩僀儞
Type = Helper
trigger1 = animelem = 7
ID = 8500
name = "CutIn"
sprpriority = -5
pos = -20, 240
postype = back
stateno = 8500
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3200, 僿儖僷乕]
Type = Helper
trigger1 = animelem = 6
ID = 3200
name = "ICBM"
sprpriority = 2
pos = 40,0
postype = p1
stateno = 3201
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0

[State 3200, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僱僐忋徃

[Statedef 3201]
type	= A
movetype= I
physics	= N
ctrl	= 0
velset	= 0,0
anim	= 3200
sprpriority = 2

[State 3201, 儔儞僟儉曄悢] ;傾僯儊暘婒
Type = VarRandom
trigger1 = time = 0
v = 0
range = 0, 1

;--------------------伀僿儖僷乕敪惗帪嵎梡曄悢

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 1
range = 250, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 2
range = 260, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 3
range = 270, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 4
range = 280, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 5
range = 290, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 6
range = 300, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 7
range = 310, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 8
range = 320, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 9
range = 330, 450

[State 3201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 10
range = 340, 450

;--------------------仾僿儖僷乕敪惗帪嵎梡曄悢

[State 3201, 儔儞僟儉曄悢] ;僿儖僷乕敪惗埵抲
Type = VarRandom
trigger1 = time = [250, 450]
v = 11
range = 0, 250

[State 3201, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = time = 0
value = 3200 + var(0)

[State 3211, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
volume = 128
value = 20 + var(0), 0

[State 3211, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 45
volume = 128
value = 20 + var(0), 2

[State 3211, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 45
value = 3, 1

[State 3201, 堏摦懍搙]
Type = VelSet
trigger1 = time >= 45
X = .1
Y = -.024*time

[State 3201, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 46
anim = 21003
ID = 3200
pos = 0,-5
postype = p1
sprpriority = 2
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 3201, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 46
anim = 21005
ID = 3200
pos = 0,0
postype = p1
sprpriority = 2
removetime = 45
bindtime = 1
ownpal = 1

[State 3201, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = 1
value = , AT

[State 3201, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 3219
ignorehitpause = 1

[State 3201, 僿儖僷乕]
Type = Helper
trigger1 = time = var(1)
trigger2 = time = var(2)
trigger3 = time = var(3)
trigger4 = time = var(4)
trigger5 = time = var(5)
trigger6 = time = var(6)
trigger7 = time = var(7)
trigger8 = time = var(8)
trigger9 = time = var(9)
trigger10 = time = var(10)
trigger11 = time = 250
trigger12 = time = 300
trigger13 = time = 350
trigger14 = time = 400
trigger15 = time = 450
ID = 3200
name = "ICBM"
sprpriority = 2
pos = var(11), -250
postype = left
stateno = 3211
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3201, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
trigger1 = movecontact
trigger2 = time >= 400
ID = 3200

[State 3201, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = time >= 451

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僱僐棊壓

[Statedef 3211]
type	= A
movetype= A
physics	= N
ctrl	= 0
velset	= 0, 0
anim	= 3250
sprpriority = 2

[State 3211, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 0
range = 0, 1

[State 3211, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 1
range = 0, 20

[State 3201, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = time = 0
value = 3250 + var(0)

[State 3211, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = var(1)/10
y = 10

[State 3211, 夞揮]
Type = AngleDraw
trigger1 = 1

[State 3211, 夞揮妏]
Type = AngleSet
trigger1 = time = 0
value = 0 + var(1)

[State 3211, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 3, 0

[State 3211, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 0
anim = 21004
ID = 3211
pos = -var(1)/8,-10
postype = p1
sprpriority = 2
removetime = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 3211, 僸僢僩掕媊]
Type = HitDef
triggerall = ishelper
trigger1 = time = 0
attr = A, HP
damage = ceil(60*root,fvar(0)*fvar(1)), ceil(10*fvar(0)*fvar(1))
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0, 16
sparkno = 3
guard.sparkno = s160
sparkxy = 0,0
hitsound = -1
guardsound = 5,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -5,0
air.type = high
air.velocity = 2,-5
air.hittime = 12
air.fall = 1
numhits = 0
ID = 3200

[State 3211, 僿儖僷乕] ;僸僢僩僗僷乕僋
Type = Helper
triggerall = root,var(8) = 1
triggerall = movehit
triggerall = p2movetype = H
trigger1 = numtarget(3200)
trigger1 = (target(3200),time = 0)
name = "HitSpark01"
postype = P2
pos = ifelse(movetype = H, ceil(p2dist x/2), 0), -ceil(p2bodydist y)
ID = 8100
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3211, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = 1
value = , AT

[State 3211, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 3219
ignorehitpause = 1

[State 3211, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
trigger1 = pos Y >= -5
ID = 3211

[State 3211, 僗僥乕僩曄峏]
Type = changestate
trigger1 = movecontact
trigger2 = pos Y >= 0
value = 3219

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僱僐抏拝

[Statedef 3219]
type	= A
movetype= A
physics	= N
velset	= 0,0
ctrl	= 0
anim	= 19101

[State 3219, 儔儞僟儉曄悢] ;儃僀僗僷僞乕儞
Type = VarRandom
trigger1 = 1
v = 12
range = 0, 1

[State 3219, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
volume = 128
value = 20 + var(0), 11 + var(12)

[State 3219, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 1, 4

[State 3219, 僄僼僃僋僩昞帵]
Type = Explod
triggerall = ishelper
trigger1 = time = 0
anim = 19100
ID = 3219
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 3219, 幉埵抲堏摦]
Type = posadd
trigger1 = time = 0
X = 10

[State 3219, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 3219, 僸僢僩掕媊]
Type = HitDef
triggerall = ishelper
trigger1 = time = 0
attr = A, HP
damage = ceil(30*root,fvar(0)*fvar(1)), 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0, 16
sparkno = 3
guard.sparkno = s160
sparkxy = 0,0
hitsound = 5,4
guardsound = 5,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -5,0
air.type = Low
air.velocity = 2,-5
air.hittime = 12
air.fall = 1
ID = 3219

[State 3211, 僿儖僷乕] ;僸僢僩僗僷乕僋
Type = Helper
triggerall = root,var(8) = 1
triggerall = movehit
triggerall = p2movetype = H
trigger1 = numtarget(3219)
trigger1 = (target(3219),time = 0)
name = "HitSpark01"
postype = P2
pos = ifelse(movetype = H, ceil(p2dist x/2), 0), -ceil(p2bodydist y)
ID = 8100
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3219, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
trigger1 = 1
ID = 3211

[State 3219, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = AnimTime = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[杮懱]僗僺僉儏乕儖Ex
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 3300]
type	= A
movetype= A
physics	= N
poweradd= 0
ctrl	= 0
velset	= 0,0
anim	= 1300
sprpriority = 1

[State 3300, 帪娫掆巭]
Type = null;SuperPause
trigger1 = time = 0
pos = 20, -48
anim = 100   ;LV1梡傾僯儊丅丂LV2偼101丄LV3偼102傪巊偆丅
sound = 20, 0
poweradd = -1000
movetime = 12

[State 3000, 帪娫掆巭]
Type = SuperPause
trigger1 = time = 0
anim = -1
time = 35
movetime = 12
p2defmul = 1
darken = 0
sound = s8500, 0
poweradd = -1000

[State 3000, 僿儖僷乕] ;僇僢僩僀儞
Type = Helper
trigger1 = time = 0
ID = 8500
name = "CutIn"
sprpriority = -5
pos = -20, 240
postype = back
stateno = 8500
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1300, 曄悢傪愝掕]
Type = VarSet
trigger1 = time = 0
var(5) = 0

[State 3300, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 3300, 堏摦懍搙]
Type = VelSet
trigger1 = animelemtime(4) <= 3
X = 0
y = 0

[State 3300, 堏摦懍搙]
Type = VelSet
trigger1 = animelemtime(5) >= 0
X = 12
y = 9

[State 3300, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
value = 1, 5

[State 3300, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
value = 2, 2

[State 3000, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 5
anim = 11500
ID = 3000
scale = .8, 1.2
pos = 0, -10
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 3300, 僿儖僷乕]
Type = helper
trigger1 = animelem = 5
name = "Spicule"
ID = 3300
pos = 0, 0
postype = p1
stateno = 3350
helpertype = normal
ownpal = 1
superposetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 3300, 僸僢僩掕媊]
Type = HitDef
trigger1 = time = 0
attr = A, HA 
damage = 180, 18
hitflag = MAFD
guardflag = MA
priority = 6
pausetime = 20, 20
sparkno = ifelse(var(8) = 0, 3, -1)
sparkxy = -20, -55-Ceil(P2BodyDist Y)
hitsound   = 5, 3
guardsound = 6, 0
animtype  = hard
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2, -3
air.velocity = -12, 9
fall = 1
fall.recover = 1
fall.recovertime = 60
guard.kill = 0
ID = 3300

[State 3300, 曄悢傪愝掕]
Type = VarSet
trigger1 = movehit
var(5) = 1
ignorehitpause = 1

[State 3300, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = anim = 1300
trigger1 = pos y >= -5
trigger1 = vel y > 0
value = 3305

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒妸憱

[Statedef 3305]
type	= S
movetype= A
physics	= N
ctrl	= 0
anim	= 3305
sprpriority = 1

[State 3305, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = 1
value = 100, 0
persistent = 6

[State 3305, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 3305, 堏摦懍搙] ;Y曽岦偺懍搙傪0偵
Type = VelSet
trigger1 = time = 0
y = 0

[State 3305, 幉埵抲] ;抧忋偵栠偡
Type = PosSet
trigger1 = time = 0
y = 0

[State 3305, 堏摦懍搙]
Type = Veladd
triggerall = vel x > 0
trigger1 = 1
x = -const(Movement.stand.friction)/2

[State 3305, 僿儖僷乕]
Type = helper
trigger1 = time = 0
name = "Spicule"
ID = 3300
pos = 0, 0
postype = p1
stateno = 3360
helpertype = normal
ownpal = 1
size.yscale = .5
ignorehitpause = 1

[State 3305, 僸僢僩掕媊]
Type = HitDef
trigger1 = time = 0
trigger1 = !numtarget(3300) || var(5) = 0
attr = S, HA
damage = 150, 15
hitflag = MFD
guardflag = M
priority = 6
pausetime = 20, 20
sparkno = ifelse(var(8) = 0, 1, -1)
sparkxy = -20, -55-Ceil(P2BodyDist Y)
hitsound   = 5, 3
guardsound = 6, 0
animtype  = medium
ground.type = trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 1.2, -8.3
air.velocity = -3.5, -2.2
guard.kill = 0

[State 3305, 憡庤偺僗僥乕僩]
Type = TargetState
trigger1 = numtarget(3300)
trigger1 = var(5)
value = 3321

[State 3305, 憡庤偺埵抲]
Type = TargetBind
trigger1 = numtarget(3300)
trigger1 = var(5)
Pos = 0, 0

[State 3305, 憡庤偺儔僀僼傪憹尭] ;抧忋
Type = TargetLifeAdd
trigger1 = numtarget(3300)
trigger1 = var(5)
value = -ceil(10*fvar(0))
absolute = 1
persistent = 5

[State 3305, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = Vel X < 2
value = 3306
ctrl = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒掆巭

[Statedef 3306]
type	= S
movetype= I
physics	= N
ctrl	= 0
anim	= 3306
sprpriority = 1

[State 3306, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 100, 0

[State 3306, 堏摦懍搙] ;Y曽岦偺懍搙傪0偵
Type = VelSet
trigger1 = time = 0
y = 0

[State 3306, 幉埵抲] ;抧忋偵栠偡
Type = PosSet
trigger1 = time = 0

[State 3306, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]僉僢僋柦拞

[Statedef 3320]
type	= A
movetype= H
physics	= N

[State 3320, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 3320, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
;value = 3320
value = ifelse(SelfAnimExist(5060), 5060, 5050)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]堷偒偢傝忬懺

[Statedef 3321]
type	= L
movetype= H
physics	= S
anim	= 5080

[State 1521, 夋憸偺怓]
Type = PalFX
trigger1 = time = 0
time = 40
mul = 256, 256, 256
add = 150, 0, -100
sinadd = 50, 50, 0, 10
invertall = 1
color = 0

[State 1521, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel x = 0
value = 5110 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僄僼僃僋僩昞帵乮嬻拞乯

[Statedef 3350]
type	= U
movetype= A
physics	= U
ctrl	= 0
velset	= 0, 0
anim	= 13000
sprpriority = 3
ignorehitpause = 1

[State 3350, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 3350, 埵抲傪屌掕]
Type = BindtoParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State 3350, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = root,statetype != A
trigger2 = root,movetype = H
value = 3351

[State 3350, 僿儖僷乕傪徚嫀]
Type = Destroyself
trigger1 = root,stateno != [3300, 3310]
time = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僄僼僃僋僩徚嫀乮嬻拞乯

[Statedef 3351]
type	= U
movetype= A
physics	= U
ctrl	= 0
velset	= 0, 0
anim	= 13006
sprpriority = 3
ignorehitpause = 0

[State 3351, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 3351, 僿儖僷乕傪徚嫀]
Type = Destroyself
trigger1 = time = 54
time = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僄僼僃僋僩昞帵乮抧忋乯

[Statedef 3360]
type	= U
movetype= A
physics	= U
ctrl	= 0
velset	= 0, 0
anim	= 13001
sprpriority = 3
ignorehitpause = 1

[State 3360, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 3360, 埵抲傪屌掕]
Type = BindtoParent
trigger1 = 1
time = 1
facing = 1
pos = -20,0
ignorehitpause = 1

[State 3360, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = root,stateno != 3305
trigger2 = root,movetype = H
value = 3361

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僄僼僃僋僩徚嫀乮抧忋乯

[Statedef 3361]
type	= U
movetype= A
physics	= U
ctrl	= 0
velset	= 0, 0
anim	= 13006
sprpriority = 3
ignorehitpause = 0

[State 3361, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 3361, 僿儖僷乕傪徚嫀]
Type = Destroyself
trigger1 = time = 54
time = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[杮懱]僼僅僩僗僼傿傾
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 3400]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1400
velset	= 0, 0
poweradd = -1000
sprpriority = 2
facep2 = 1

[State 3400, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = animelemtime(3) = [1, 12]
value = ,AA

[State 3400, 庴偗巭傔掕媊]
Type = ReversalDef
trigger1 = animelem = 3
attr = S,HT
reversal.attr = SCA, AA ;旘傃摴嬶丄搳偘埲奜偺慡偰偺峌寕傪摉恎壜擻
pausetime = 8, 40
numhits = 0
sparkno = 0
sparkxy = 0, 0
hitsound = -1
p1stateno = 3401

[State 3400, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 1000, 1

[State 3400, 夋憸偺怓] ;揰柵
Type = PalFX
trigger1 = animelemtime(3) = [1, 12]
time = 3
add = 100 ,100 ,100
persistent = 6

[State 3400, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]摉恎惉岟

[Statedef 3401]
type	= S
movetype= I
physics	= N
anim	= 3400
velset	= 0, 0
poweradd = 30

[State 3401, 帪娫掆巭]
Type = null;SuperPause
trigger1 = animelem = 1
pos = 20, -48
anim = 100   ;LV1梡傾僯儊丅丂LV2偼101丄LV3偼102傪巊偆丅
sound = s800,1
movetime = 30

[State 3000, 帪娫掆巭]
Type = SuperPause
trigger1 = animelem = 1
anim = -1
time = 35
movetime = 30
p2defmul = 1
darken = 0
sound = s8500, 0

[State 3450, 僿儖僷乕] ;僇僢僩僀儞
Type = Helper
trigger1 = animelem = 2
ID = 8500
name = "CutIn"
sprpriority = -5
pos = -20, 240
postype = back
stateno = 8500
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3450, 僿儖僷乕]
Type = helper
trigger1 = animelemtime(3) = 5
name = "sphere"
ID = 3400
pos = 12, -54
postype = p1
stateno = 3410
helpertype = normal
ownpal = 1
supermovetime = 30

[State 3450, 旘傃摴嬶]
Type = Projectile
trigger1 = animelem = 4
attr = S, HP
damage = 0
getpower = 0, 0
animtype = light
pausetime = 0, 0
velocity = 0, 0
projID = 3450
accel = 0, 0
projanim = 3450
projremove = -1
projremovetime = 10
hitflag = MA-
guardflag = MA
priority = 3
sparkno = ifelse(var(8) = 0, 2, -1)
sparkxy = 0, 0
guard.sparkno = 40
hitsound = -1
guardsound = -1
guard.dist = 140
ground.type = Low
fall = 1
fall.recover = 1
fall.recovertime = 60
guard.kill = 0
ID = 3450

[State 3450, 憡庤偺僗僥乕僩]
Type = TargetState
trigger1 = projhittime(3450) >= 0
value = 3460

[State 3401, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]慚岝嬍

[Statedef 3410]
type	= S
movetype= I
physics	= N
anim	= 10051
velset	= 0, 0
sprpriority = 3

[State 3410, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = root,animelem = 4
value = 3411

[Statedef 3411]
type	= S
movetype= I
physics	= N
anim	= 10052
velset	= 0, 0
sprpriority = 3

[State 3410, 曄悢愝掕]
Type = VarSet
trigger1 = time = 0
var(0) = 0

[State 3410, 曄悢憹尭]
Type = VarAdd
trigger1 = var(0) <= 256
var(0) = 6

[State 3410, 摟夁]
Type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(0), 256

[State 3411, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 3410, 夞揮]
Type = AngleDraw
trigger1 = 1
scale = 17 + time, 17 + time

[State 3410, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 1, 7

[State 3411, 僿儖僷乕徚嫀]
Type = DestroySelf
trigger1 = time > 41
value = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]儌乕僔儑儞1

[Statedef 3460]
type	= U
movetype= H
physics	= N
velset	= 0, 0
anim	= 5030

[State 3460, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = statetype = A
value = 3461

[State 3460, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = statetype != A
value = 3465

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]儌乕僔儑儞2

[Statedef 3461]
type	= A
movetype= H
physics	= N
velset	= -2.1, -7.5
anim	= 5030

[State 3461, 懍搙憹尭]
Type = VelAdd
trigger1 = statetype = A
y = .48

[State 3461, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5030)
trigger1 = time = 0
value = 5030

[State 3461, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5035

[State 3461, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
trigger3 = anim = 5035
trigger3 = animtime = 0
value = 5050

[State 3461, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = vel y > 4
trigger1 = pos y >= -4
value = 3462

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]儌乕僔儑儞3

[Statedef 3462]
type	= S
movetype= H
physics	= S
velset	= 0, 0
anim	= 5100

[State 3462, 幉埵抲]
Type = PosSet
trigger1 = time = 0
value = 0, 0

[State 3462, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = time = 3
value = 5110

[State 3462, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = time = 180
value = 5120

[State 3462, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = anim = 5120 && animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]婥愨拞

[Statedef 3465]
type	= S
movetype= I
physics	= S
velset	= 0, 0
anim	= 5300

[State 3465, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = time = 180
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[杮懱]6000亷
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 3500]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 3500
velset	= 0, 0
juggle	= 6
sprpriority = 2
facep2 = 1

[State 3500, 帪娫掆巭]
Type = null;SuperPause
trigger1 = time = 2
pos = 0, -48
anim = 101   ;LV1梡傾僯儊丅丂LV2偼101丄LV3偼102傪巊偆丅
sound = 20, 0
poweradd = -2000

[State 3500, 帪娫掆巭]
Type = SuperPause
trigger1 = animelemtime(1) = 2
anim = -1
time = 35
movetime = 0
p2defmul = 1
darken = 0
sound = s8500, 0
poweradd = -2000

[State 3500, 僿儖僷乕] ;僇僢僩僀儞
Type = Helper
trigger1 = animelemtime(1) = 2
ID = 8500
name = "CutIn"
sprpriority = -5
pos = -20, 240
postype = back
stateno = 8500
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3500, 幉埵抲堏摦]
Type = posadd
trigger1 = time = 0
x = 20

[State 3500, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = anim = 3500 && animelemtime(2) <= 1
value = SCA

[State 3500, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 800, 0

[State 3500, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelemtime(1) = 2
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3501
guard.dist = 0
fall = 1
ID = 3500

[State 3500, 僈乕僪壜擻嫍棧]
Type = AttackDist
trigger1 = 1
value = 0
persistent = 1

[State 3500, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]搳偘惉岟

[Statedef 3501]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 3502
poweradd = 30

[State 3501, 僞乕僎僢僩慖暿]
type = TargetDrop
trigger1 = 1
excludeID = 3500
keepone = 1

[State 3501, 憡庤偺埵抲]
Type = TargetBind
trigger1 = 1
Pos = 35, 0

[State 3501, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = time = 0
value = 3520

[State 3501, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 800, 1

[State 3501, 僿儖僷乕] ;僼儗傾
Type = Helper
trigger1 = time = 1
ID = 3500
name = "Corona"
sprpriority = 5
pos = 30, 0
postype = p1
stateno = 3505
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 3501, 攚宨偺怓]
Type = BGPalfx
trigger1 = time > 12
time = 3
add = 160, 0, 0
mul = 256, 256, 256

[State 3501, 僸僢僩悢憹尭]
Type = HitAdd
trigger1 = time >= 40
value = 1
persistent = 10

[State 3501, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = time >= 30
value = -ceil(20*fvar(0))
absolute = 1
kill = 0
persistent = 10

[State 3501, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = time >= 120
value = 3510

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僐儘僫敾掕

[Statedef 3505]
type	= A
movetype= A
physics	= N
ctrl	= 0
anim	= 8000
velset = 0, 0
sprpriority = 2

[State 3505, 僄僼僃僋僩昞帵] ;攚宨
Type = Explod
trigger1 = time >= 16
anim = 14000
ID = 3500
scale = 2, 2
pos = 160, 240
postype = left
sprpriority = 3
bindtime = 1
ownpal = 1
facing = -1
removeongethit = 0
persistent = 42

[State 3505, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time >= 32
value = 1, 8
persistent = 8

[State 3505, 僄僼僃僋僩昞帵] ;壩拰
Type = Explod
trigger1 = time >= 40
anim = 12400
ID = 3500
scale = 1, 1
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0
persistent = 20

[State 3505, 僄僼僃僋僩昞帵] ;僼儗傾A
Type = Explod
trigger1 = time >= 30
anim = 12500
ID = 3500
scale = 1, 1
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0
persistent = 40

[State 3505, 僄僼僃僋僩昞帵] ;僼儗傾B
Type = Explod
trigger1 = time >= 50
anim = 12500
ID = 3500
scale = 1, 1
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
facing = -1
removeongethit = 0
persistent = 40

[State 3501, 旘傃摴嬶]
Type = Projectile
trigger1 = time >= 30
attr = S, HP
damage = ceil(80*root,fvar(0)), ceil(5*root,fvar(0))
getpower = 0, 0
animtype = Hard
pausetime = 0, 8
velocity = 0, 0
projID = 3500
accel = 0, 0
projanim = 3505
projremove = 0
projremovetime = 3
hitflag = MA
guardflag = MAL
priority = 3
sparkno = ifelse(root,var(8) = 0, 2, -1)
sparkxy = 0, 0
guard.sparkno = 40
hitsound = s2, 3
guardsound = 6,0
guard.dist = 140
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8, -8
air.velocity = -10, -4
p2facing = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 150, 0, -100
palfx.sinadd = 50, 50, 0, 10
palfx.color = 0
palfx.invertall = 1
persistent = 5

[State 3505, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = root,stateno != 3501
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]搳偘

[Statedef 3510]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1510
poweradd = 30

[State 3501, 僞乕僎僢僩慖暿]
type = TargetDrop
trigger1 = 1
excludeID = 3500
keepone = 1

[State 3510, 攚宨偺怓]
Type = BGPalfx
trigger1 = time < 54
time = 3
add = 160 - time*3, 0, 0
mul = 256, 256, 256

[State 3510, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 3
anim = 1590
ID = 3500
scale = 1, 1
pos = 50, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0

[State 3510, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 3
anim = 12500
ID = 3500
scale = 1, 1
pos = 50, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0

[State 3510, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
value = 1, 5

[State 3510, 僸僢僩悢憹尭]
Type = HitAdd
trigger1 = animelem = 5
value = 1

[State 3510, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = animelem = 6
ampl = 20
freq = 60
time = 30
phase = 60

[State 3510, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(12) < 0
Edge = 30, 0

[State 3510, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = animelem = 5
value = -ceil(100*fvar(0)*fvar(1))

[State 3510, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = animelemtime(4) <= 4
value = 3520

[State 3510, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = animelem = 5
value = 3521

[State 3510, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]搳偘傜傟拞

[Statedef 3520]
type	= S
movetype= H
physics	= N

[State 3520, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 3520, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
value = 3520

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]搳偘傜傟屻

[Statedef 3521]
type	= A
movetype= H
physics	= N
VelSet	= -1, -18

[State 3521, 夋憸偺怓]
Type = PalFX
trigger1 = time = 0
time = 40
mul = 256, 256, 256
add = 150, 0, -100
sinadd = 50, 50, 0, 10
invertall = 1
color = 0

[State 3521, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5061)
trigger1 = time = 0
value = ifelse(selfanimexist(5061), 5061, 5030)

[State 3521, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5061)
trigger1 = !selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030 && animtime = 0
value = 5035

[State 3521, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5061)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030 && animtime = 0
trigger3 = anim = 5035 && animtime = 0
value = 5050

[State 3521, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = ifelse(pos y >= -20, 5200, 5210)

[State 3521, 懍搙憹尭]
Type = VelAdd
trigger1 = 1
y = .4

[State 3521, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = vel y <= 4
value = SCA
time = 1

[State 3521, 僼僅乕儖愝掕]
Type = HitFallSet
triggerall = vel y > 4
trigger1 = 1
value = 1

[State 3521, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = pos y >= 0
trigger1 = vel y > 0
ampl = -6
freq = 80
time = 10

[State 3521, ]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3521, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel y > 4
trigger1 = pos y >= 0
value = 5100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[杮懱]僀僋儕僾僗
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 3600]
type	= S
movetype= A
physics	= N
ctrl	= 0
anim	= 3600
velset	= 0, 0
sprpriority = 2
facep2 = 1

[State 3600, 帪娫掆巭]
Type = null;SuperPause
trigger1 = animelem = 2
time = 30
pos = 13, -38
anim = 102
sound = 20, 0
poweradd = -3000

[State 3600, 帪娫掆巭]
Type = SuperPause
trigger1 = animelem = 2
anim = -1
time = 35
movetime = 0
p2defmul = 1
darken = 0
sound = s8500, 0
poweradd = -3000

[State 3600, 僿儖僷乕] ;僇僢僩僀儞
Type = Helper
trigger1 = animelem = 2
ID = 8500
name = "CutIn"
sprpriority = -5
pos = -20, 240
postype = back
stateno = 8500
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3400, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = animelemtime(4) < 1
value = SCA

[State 3600, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = animelemtime(4) >= 1
value = 0

[State 3600, 堏摦懍搙]
Type = VelSet
trigger1 = animelemtime(4) = 1
x = 14

[State 3600, 懍搙忔嶼]
Type = Velmul
trigger1 = animelemtime(4) >= 1
x = .97

[State 3600, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 1, 6
volume = 0

[State 3600, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 110, 0
volume = -100

[State 3600, 巆憸]
Type = AfterImage
trigger1 = animelem = 4
trans = add
palcontrast = 180, 20, 20
time = 2

[State 3600, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(4) >= 1 && animelemtime(7) <= 2
time = 2

[State 3600, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = 1
edge = 37, 0

[State 3600, 僸僢僩掕媊]
Type = HitDef
trigger1 = time = 1
attr = S, HA
damage    = 0, 0
getpower = 0, 0
animtype  = hard
hitflag = MAFD
guardflag = M
priority = 3, Miss
pausetime = 4, 4
;sparkno = 2
;sparkxy = 10, -51
hitsound   = s800, 1
guard.sparkno = 40
guardsound = 6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0, 0
air.velocity = -1, -3
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p1sprpriority = 2
p2sprpriority = 1
p2facing = 1
p1stateno = 3610
hitonce = 1

[State 3600, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = animelemtime(4) >= 1
trigger1 = vel x <= 10
;trigger2 = moveguarded
value = 3601

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]捦傒幐攕

[Statedef 3601]
type	= S
movetype= I
physics	= N
ctrl	= 0
velset	= 10, 0
anim	= 1605
sprpriority = 1

[State 3601, 懍搙忔嶼]
Type = VelMul
trigger1 = time >= 0
x = .9

[State 3601, 毢]
Type = MakeDust
trigger1 = Vel X > 2
pos = 16, 0
spacing = 1

[State 3601, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]捦傒

[Statedef 3610]
type	= S
movetype= A
physics	= N
ctrl	= 0
velset	= 12, 0
anim	= 1610

[State 3610, 僗僥乕僩曄峏] ;僗僥敳偗偝傟偨応崌
Type = ChangeState
trigger1 = !numtarget
value = 3601

[State 3610, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = 1
time = 2

[State 3610, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = 1
edge = 40, 0

[State 3610, 憡庤偺埵抲]
Type = TargetBind
trigger1 = time = 0
pos = 0, -48

[state 3610, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = time = 0
value = 3620

[State 3610, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = !numtarget
value = 3601

[State 3610, 僗僥乕僩曄峏];暻偵扏偒偮偗僗僥乕僩傊
Type = ChangeState
trigger1 = frontedgedist <= 40
trigger2 = time >= 180
value = 3611

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]暻偵扏偒偮偗

[Statedef 3611]
type	= S
movetype= A
physics	= N
ctrl	= 0
velset	= 0, 0
anim	= 1611

[State 3611, 僿儖僷乕] ;攚宨
Type = Helper
trigger1 = time = 0
ID = 3650
name = "eclips"
sprpriority = -5
pos = -20, 240
postype = back
stateno = 3650
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3611, 巆憸昞帵帪娫] ;巆憸傪徚嫀
Type = AfterImageTime
trigger1 = time = 0
time = 0

[State 3611, 曄悢傪愝掕]
Type = VarSet
trigger1 = time = 0
var(5) = 250

[State 3611, 曄悢憹尭]
Type = VarAdd
trigger1 = 1
var(5) = -2

[State 3611, 攚宨偺怓] ;埫揮
Type = BGPalfx
trigger1 = 1
time = 3
mul = var(5), var(5), var(5)

[state 3611, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = time = 0
value = 3621

[State 3611, 憡庤偺埵抲]
Type = TargetBind
trigger1 = time = 0
pos = 40,0

[State 3611, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = F7, 0

[State 3611, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = time = 0
time = 30
ampl = 20
freq = 60
phase = 60

[State 3611, Width];夋柺抂偺墴偟栠偟敾掕
Type = Width
trigger1 = time = 0
edge = 48,0

[State 3611, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 2
x = -4
y = -8

[State 3611, 懍搙憹尭] ;廳椡
Type = VelAdd
trigger1 = pos y <= -3
y = .42

[State 3611, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = pos y >= -1
trigger1 = vel y > 0
value = 3612

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]拝抧

[Statedef 3612]
type	= S
movetype= A
physics	= N
ctrl	= 0
velset	= 0, 0
anim	= 3612

[State 3612, 曄悢憹尭]
Type = VarAdd
trigger1 = var(5) > 0
var(5) = -2

[State 3612, 攚宨偺怓] ;埫揮
Type = BGPalfx
trigger1 = 1
time = 3
mul = var(5), var(5), var(5)

[State 3612 ,壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 40, 0
volume = 100

[State 3612, 幉埵抲] ;抧忋偵栠偡
Type = PosSet
trigger1 = time = 0
y = 0

[State 3612, 摟夁]
Type = Trans
trigger1 = animelemtime(6) >= 1
trans = addalpha
alpha = 256 - time*4, time*4

[State 3612, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 3613

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]僇乕僪搳澅

[Statedef 3613]
type	= S
movetype= A
physics	= N
ctrl	= 0
velset	= 0, 0
anim	= 3613

[State 3613, 曄悢憹尭]
Type = VarAdd
trigger1 = animelemtime(26) > 1
trigger1 = var(5) < 256
var(5) = 2

[State 3613, 夋憸偺怓]
Type = Palfx
trigger1 = var(5) < 156
time = 3
mul = var(5)+100, var(5)+100, var(5)+100

[State 3613, 攚宨偺怓] ;埫揮
Type = BGPalfx
trigger1 = 1
time = 3
mul = var(5), var(5), var(5)

[State 3613, 巆憸]
Type = AfterImage
trigger1 = animelem = 1
trans = add
palcontrast = 120, 20, 20
time = 2

[State 3613, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(21) < 1
time = 2

[State 3613, 曄悢傪憹尭] ;僇乕僪巆傝枃悢
Type = VarAdd
triggerall = var(20) > 0
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 11
var(20) = -3
ignorehitpause = 1

[State 3613, 曄悢傪憹尭] ;僇乕僪巆傝枃悢
Type = VarAdd
triggerall = var(20) > 0
trigger1 = animelem = 16
var(20) = -1
ignorehitpause = 1

[State 3613, 壒傪柭傜偡] ;晽愗傝壒
Type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 10
trigger4 = animelem = 15
value = 4, 0

[State 3613, 壒傪柭傜偡] ;抏拝壒
Type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 11
trigger4 = animelem = 16
value = 30, 0

[State 3613, 曄悢傪愝掕] ;婳愓夞揮妏儕僙僢僩
Type = VarSet
trigger1 = time = 0
trigger2 = animelem = 15
var(5) = 0

[State 3613, 曄悢傪愝掕] ;婳愓夞揮妏
Type = VarSet
trigger1 = animelem = 5
var(5) = 10

[State 3613, 曄悢傪愝掕] ;婳愓夞揮妏
Type = VarSet
trigger1 = animelem = 10
var(5) = 8

[State 3613, 僿儖僷乕] ;僇乕僪婳愓1
Type = Helper
triggerall = numtarget
trigger1 = animelem = 2
name = "Line"
postype = P1
pos = 110, -(target,const(size.height)-20)
ID = 3660
stateno = 3660
ownpal = 1

[State 3613, 僿儖僷乕] ;僇乕僪婳愓2
Type = Helper
trigger1 = animelem = 5
name = "Line"
postype = P1
pos = 110, -30
ID = 3660
stateno = 3660
ownpal = 1

[State 3613, 僿儖僷乕] ;僇乕僪婳愓3
Type = Helper
triggerall = numtarget
trigger1 = animelem = 10
name = "Line"
postype = P1
pos = 110, -(target,const(size.height))
ID = 3660
stateno = 3660
ownpal = 1

[State 3613, 僿儖僷乕] ;僇乕僪婳愓4
Type = Helper
trigger1 = animelem = 15
name = "Line"
postype = P1
pos = 100, -50
scale = 1, .3
ID = 3660
stateno = 3660
ownpal = 1

[State 3613, 僄僼僃僋僩昞帵] ;僇乕僪抏拝1
Type = Explod
triggerall = numtarget
trigger1 = animelem = 3
anim = 3695
ID = 3690
pos = (target,const(size.head.pos.x)+5), -(target,const(size.height)-20)
postype = p2
sprpriority = 2
bindtime = -1
ownpal = 1

[State 3613, 僿儖僷乕] ;僸僢僩僗僷乕僋1
Type = Helper
triggerall = var(8) = 1
triggerall = numhelper < 14
triggerall = numtarget
trigger1 = animelem = 3
name = "HitSpark01"
postype = P2
pos = (target,const(size.head.pos.x)+5), -(target,const(size.height)-20)
ID = 8100
stateno = 8100
ownpal = 1

[State 3613, 僄僼僃僋僩昞帵] ;僇乕僪抏拝2
Type = Explod
triggerall = numtarget
trigger1 = animelem = 6
anim = 3696
ID = 3690
pos = 10, -20
postype = p2
sprpriority = 2
bindtime = -1
ownpal = 1

[State 3613, 僿儖僷乕] ;僸僢僩僗僷乕僋2
Type = Helper
triggerall = var(8) = 1
triggerall = numhelper < 14
triggerall = numtarget
trigger1 = animelem = 6
name = "HitSpark01"
postype = P2
pos = 10, -20
ID = 8100
stateno = 8100
ownpal = 1

[State 3613, 僄僼僃僋僩昞帵] ;僇乕僪抏拝3
Type = Explod
triggerall = numtarget
trigger1 = animelem = 11
anim = 3695
ID = 3690
pos = (target,const(size.head.pos.x)-5), -(target,const(size.height)+10)
postype = p2
sprpriority = 2
bindtime = -1
ownpal = 1

[State 3613, 僿儖僷乕] ;僸僢僩僗僷乕僋3
Type = Helper
triggerall = var(8) = 1
triggerall = numhelper < 14
triggerall = numtarget
trigger1 = animelem = 11
name = "HitSpark01"
postype = P2
pos = (target,const(size.head.pos.x)-5), -(target,const(size.height)+10)
ID = 8100
stateno = 8100
ownpal = 1

[State 3613, 僄僼僃僋僩昞帵] ;僇乕僪抏拝4
Type = Explod
triggerall = numtarget
trigger1 = animelem = 16
anim = 3697
ID = 3690
pos = (target,const(size.head.pos.x)), -54
postype = p2
sprpriority = 2
bindtime = -1
ownpal = 1

[State 3613, 僿儖僷乕] ;僸僢僩僗僷乕僋4
Type = Helper
triggerall = var(8) = 1
triggerall = numhelper < 14
triggerall = numtarget
trigger1 = animelem = 16
name = "HitSpark01"
postype = P2
pos = (target,const(size.head.pos.x)), -54
ID = 8100
stateno = 8100
ownpal = 1

[State 3613, 僸僢僩悢憹尭]
Type = HitAdd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 12
value = 3

[State 3613, 僸僢僩悢憹尭]
Type = HitAdd
trigger1 = animelem = 16
value = 1

[State 3613, 壒傪柭傜偡] ;儔僀僞乕
Type = PlaySnd
trigger1 = animelem = 19
value = 170, 0

[State 3613, 僄僼僃僋僩昞帵] ;儔僀僞乕墛
Type = Explod
trigger1 = animelem = 19
anim = 12000
ID = 12000
scale = .03, .05
pos = -14, -64
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1

[State 3613, 壒傪柭傜偡] ;巜僷僢僠儞
Type = PlaySnd
trigger1 = animelem = 22
value = 4, 4

[State 3613, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelemtime(23) = [16, 40]
value = 1, 5
persistent = 4

[State 3613, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelemtime(23) = [16, 40]
anim = 19100
ID = 3610
scale = .3, .3
pos = -10, -10
postype = p2
sprpriority = 2
bindtime = 1
ownpal = 1
random = 10, 40
persistent = 6

[State 3613, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelemtime(23) =[20, 30]
anim = 19100
ID = 3610
scale = .5, .5
pos = 0, -30
postype = p2
sprpriority = 2
bindtime = 1
ownpal = 1
random = 10, 20
persistent = 10

[State 3613, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelemtime(23) =[16, 40]
anim = 19100
ID = 3610
scale = .8, .8
pos = -7, -50
postype = p2
sprpriority = 2
bindtime = 1
ownpal = 1
random = 10, 30
persistent = 12

[State 3613, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = animelemtime(23) = 18
time = 100
freq = 60
ampl = -20
;phase = 60

[State 3613, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = animelem = 24
value = -ceil(200*fvar(0))
absolute = 1

[State 3613, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = animelem = 24
value = -ceil(180*fvar(0)*fvar(1))

[State 3613, 僸僢僩悢憹尭]
Type = HitAdd
trigger1 = animelem = 24
value = 10

[State 3613, 僄僼僃僋僩徚嫀]
Type = RemoveExplod
trigger1 = animelem = 24
ID = 3690

[state 3613, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = animelem = 24
value = 3622

[State 3613, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 30
anim = 22000
ID = 22000
scale = 1, .6
pos = -8, -64
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
facing = -1

[State 3613, 僄僼僃僋僩徚嫀]
Type = RemoveExplod
trigger1 = var(5) > 100
ID = 31000

[State 3613, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]暻偵寖撍傑偱

[Statedef 3620]
type	= A
movetype= H
physics	= N

[State 3620, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 3620, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
value = 3620

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒憡庤懁偺搳偘傜傟儌乕僔儑儞俀

[Statedef 3621]
type	= A
movetype= H
physics	= N
velSet	= 0, 0

[State 3620, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 1

[State 3621, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
value = 3621

[State 3621, 僄僼僃僋僩]
Type = Explod
trigger1 = time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[State 3621, 幉埵抲] ;抧忋偵栠偡
Type = PosSet
trigger1 = time = 0
y = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒憡庤懁偺搳偘傜傟儌乕僔儑儞俁

[Statedef 3622]
type	= A
movetype= H
physics	= N
VelSet	= 0, -8

[State 3622, 夋憸偺怓]
Type = PalFX
trigger1 = time = 0
time = 40
mul = 256, 256, 256
add = 150, 0, -100
sinadd = 50, 50, 0, 10
invertall = 1
color = 0

[State 3622, 懍搙憹尭]
Type = veladd
trigger1 = 1
y = .4

[State 3622, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = vel y <= 4
value = SCA
time = 0

[State 3622, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5030)
trigger1 = time = 0
value = 5030

[State 3622, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5035

[State 3622, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
trigger3 = anim = 5035
trigger3 = animtime = 0
value = 5050

[State 3622, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = pos y >= -20
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = 5200

[State 3622, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = 5210 

[State 3622, 僼僅乕儖愝掕]
Type = HitFallSet
triggerall = vel y > 4
trigger1 = 1
value = 1

[State 3622, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = pos y >= 0
trigger1 = vel y > 0
ampl = -6
freq = 80
time = 10

[State 3622, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel y > 4
trigger1 = pos y >= 0
value = 5100 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[僿儖僷乕]僀僋儕僾僗攚宨
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[StateDef 3650]
ctrl	= 0
anim	= 8000

[State 3650, 僄僼僃僋僩昞帵] ;枮偪寚偗乮1憌乯
Type = Explod
trigger1 = numexplod(31001) = 0
anim = 30001
ID = 30001
pos = 160, 80
postype = left
scale = 1, 1
sprpriority = -9
ownpal = 0
persistent = 0

[State 3650, 僄僼僃僋僩昞帵] ;塭乮2憌乯
Type = Explod
trigger1 = numexplod(30000) = 0
anim = 30000
ID = 30000
pos = 160, 80
postype = left
scale = 1, 1
sprpriority = -9
ownpal = 0
persistent = 0

[State 3650, 僄僼僃僋僩昞帵] ;擔怘乮3憌乯
Type = Explod
trigger1 = time = 112
trigger1 = numexplod(31001) = 0
anim = 30011
ID = 30011
pos = 160, 80
postype = left
scale = 1, 1
sprpriority = -9
ownpal = 0
persistent = 0

[State 3650, 僄僼僃僋僩昞帵] ;僐儘僫乮攚柺乯
Type = Explod
trigger1 = time = 112
trigger1 = numexplod(31000) = 0
anim = 30010
ID = 30010
pos = 160, 80
postype = left
scale = 1, 1
sprpriority = -9
ownpal = 0
persistent = 0

[State 3650, 僿儖僷乕傪徚嫀]
Type = DestroySelf
trigger1 = root,anim = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	[僿儖僷乕]僇乕僪婳愓
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[StateDef 3660]
ctrl	= 0
anim	= 30100
sprpriority = 3

[State 3660, 摟夁]
Type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - time*20, 256

[State 3660, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3660, 夋憸偺昞帵桪愭搙]
Type = SprPriority
trigger1 = root,var(5) = 10
value = 1

[State 3660, 夞揮妏]
Type = AngleSet
trigger1 = root,var(5) = 10
value = -(root,var(5))

[State 3660, 夞揮妏]
Type = AngleSet
trigger1 = root,var(5) = 8
value = root,var(5)

[State 3660, 夞揮]
Type = AngleDraw
trigger1 = root, animelemtime(15) < 0
scale = 1, 1

[State 3660, 夞揮]
Type = AngleDraw
trigger1 = root, animelemtime(15) >= 0
scale = 1, .2

[State 3660, 僿儖僷乕傪徚嫀]
Type = DestroySelf
trigger1 = animtime = 0
