
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]AI晞愰尵
;--------------------------------------------------
[StateDef 3500]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3000
SprPriority = 1

[State 3500, Turn]
Type = Turn
Trigger1 = Time = 0
Trigger1 = P2Dist X < -5

;--------------------楈椡惂屼
[State 3500, VarSet];楈椡夞暅
Type = VarSet
Trigger1 = Time = 0
V = 40
Value = 1000

;--------------------懍搙愝掕
[State 3500, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3500, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3500, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = S100, 12
Channel = 6

[State 3500, LifeSet]
Type = LifeSet
Trigger1 = AnimElem = 5
Value = 10000

[State 3500, Helper];僇僢僩僀儞乮侾俹懁乯
Type = Helper
Trigger1 = TeamSide = 1
Trigger1 = AnimElem = 5
Persistent = 0
Facing = IfElse(Facing=1, 1, -1)
OwnPal = 1
PosType = P1
Pos = IfElse(Facing=1,(-Floor(BackEdgeDist+20)),(Floor(FrontEdgeDist+20))), Floor(170-ScreenPos Y)
ID = 6925
StateNo = 6925
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3500, Helper];僇僢僩僀儞乮俀俹懁乯
Type = Helper
Trigger1 = TeamSide = 2
Trigger1 = AnimElem = 5
Persistent = 0
Facing = IfElse(Facing=1, -1, 1)
OwnPal = 1
PosType = P1
Pos = IfElse(Facing=1,(Floor(FrontEdgeDist+20)),(-Floor(BackEdgeDist+20))), Floor(170-ScreenPos Y)
ID = 6925
StateNo = 6925
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "


;--------------------僗僩乕儕乕儌乕僪惂屼
[State 3500, VarSet];CPU晞敪摦
Type = VarSet
Trigger1 = AnimElem = 5
V = 46
Value = 1

[State 3500, VarAdd];晞曄峏
Type = VarAdd
Trigger1 = AnimElem = 5
V = 52
Value = 1

;--------------------傾乕儅乕僿儖僷乕
[State 3500, Helper]
Type = Helper
Trigger1 = AnimTime = 0
Trigger1 = NumHelper(6965) = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6965
StateNo = 6965
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

;--------------------師傊
[State 3500, Turn]
Type = Turn
Trigger1 = AnimTime = 0
Trigger1 = P2Dist X < -5

[State 3500, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3500+(20*Var(52))

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]AI晞愰尵丂師帋崌愰尵梡
;--------------------------------------------------
[StateDef 3501]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3000
SprPriority = 1

[State 3501, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

;--------------------楈椡惂屼
[State 3501, VarSet];楈椡夞暅
Type = VarSet
Trigger1 = Time = 0
V = 40
Value = 1000

;--------------------挻昁嶦岠壥
[State 3501, PlaySnd]
Type = PlaySnd
Trigger1 = Anim = 3000
Trigger1 = AnimElem = 5
Value = S100, 12
Channel = 6

[State 3501, Helper];僇僢僩僀儞乮侾俹懁乯
Type = Helper
Trigger1 = TeamSide = 1
Trigger1 = AnimElem = 5
Persistent = 0
Facing = IfElse(Facing=1, 1, -1)
OwnPal = 1
PosType = P1
Pos = IfElse(Facing=1,(-Floor(BackEdgeDist+20)),(Floor(FrontEdgeDist+20))), Floor(170-ScreenPos Y)
ID = 6925
StateNo = 6925
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3501, Helper];僇僢僩僀儞乮俀俹懁乯
Type = Helper
Trigger1 = TeamSide = 2
Trigger1 = AnimElem = 5
Persistent = 0
Facing = IfElse(Facing=1, -1, 1)
OwnPal = 1
PosType = P1
Pos = IfElse(Facing=1,(Floor(FrontEdgeDist+20)),(-Floor(BackEdgeDist+20))), Floor(170-ScreenPos Y)
ID = 6925
StateNo = 6925
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "


[State 3501, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------僗僩乕儕乕儌乕僪惂屼
[State 3501, VarSet];CPU晞敪摦
Type = VarSet
Trigger1 = Anim = 3000
Trigger1 = AnimElem = 5
V = 46
Value = 1

[State 3501, VarSet];CPU晞敪摦
Type = VarSet
Trigger1 = Time = 0
V = 52
Value = 1

;--------------------廔椆
[State 3501, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 3000
Trigger1 = AnimTime = 0
Value = 0

[State 3501, ChangeState]
Type = ChangeState
Trigger1 = Time = 145
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]AI晞愰尵丂師帋崌嵞愰尵梡
;--------------------------------------------------
[StateDef 3502]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3000
SprPriority = 1

[State 3502, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

;--------------------楈椡惂屼
[State 3502, VarSet];楈椡夞暅
Type = VarSet
Trigger1 = Time = 0
V = 40
Value = 1000

;--------------------挻昁嶦岠壥
[State 3502, PlaySnd]
Type = PlaySnd
Trigger1 = Anim = 3000
Trigger1 = AnimElem = 5
Value = S100, 12
Channel = 6

[State 3502, Helper];僇僢僩僀儞乮侾俹懁乯
Type = Helper
Trigger1 = TeamSide = 1
Trigger1 = AnimElem = 5
Persistent = 0
Facing = IfElse(Facing=1, 1, -1)
OwnPal = 1
PosType = P1
Pos = IfElse(Facing=1,(-Floor(BackEdgeDist+20)),(Floor(FrontEdgeDist+20))), Floor(170-ScreenPos Y)
ID = 6925
StateNo = 6925
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3502, Helper];僇僢僩僀儞乮俀俹懁乯
Type = Helper
Trigger1 = TeamSide = 2
Trigger1 = AnimElem = 5
Persistent = 0
Facing = IfElse(Facing=1, -1, 1)
OwnPal = 1
PosType = P1
Pos = IfElse(Facing=1,(Floor(FrontEdgeDist+20)),(-Floor(BackEdgeDist+20))), Floor(170-ScreenPos Y)
ID = 6925
StateNo = 6925
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "


[State 3502, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;--------------------僗僩乕儕乕儌乕僪惂屼
[State 3502, VarSet];CPU晞敪摦
Type = VarSet
Trigger1 = Anim = 3000
Trigger1 = AnimElem = 5
V = 46
Value = 1

[State 3502, VarSet];晞曄峏
Type = Null;VarSet
Trigger1 = Var(52) > 5
V = 52
Value = 5

;--------------------廔椆
[State 3502, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 3000
Trigger1 = AnimTime = 0
Value = 0

[State 3502, ChangeState]
Type = ChangeState
Trigger1 = Time = 145
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晞愰尵弨旛嘆丂棊壓
;--------------------------------------------------
[StateDef 3505]
Type = A
MoveType = I
Physics = N
Anim = IfElse(SelfAnimExist(5035), 5035, 5050)
Ctrl = 0
VelSet = -3, -4

[State 3505, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5035
Trigger1 = AnimTime = 0
Value = 5050

[State 3505, VarSet];CPU晞掆巭
Type = VarSet
Trigger1 = Time = 0
V = 46
Value = 0

[State 3505, 1]
Type = Gravity
Trigger1 = 1

[State 3505, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 3506

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晞愰尵弨旛嘇丂抧柺偵徴撍
;--------------------------------------------------
[StateDef 3506]
Type = L
MoveType = I
Physics = N
Anim = 5100


[State 3506, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 3506, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 3506, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.3

[State 3506, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 11
Channel = 6

[State 3506, EnvShake]
Type = EnvShake
Trigger1 = Time = 0
Time = 12
Freq = 100
Ampl = 3

[State 3506, PosFreeze]
Type = PosFreeze
Trigger1 = 1

[State 3506, VarSet];CPU晞掆巭
Type = VarSet
Trigger1 = Time = 0
V = 46
Value = 0

[State 3506, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3507

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晞愰尵弨旛嘊丂挼偹忋偑傝
;--------------------------------------------------
[StateDef 3507]
Type = L
MoveType = I
Physics = N
Anim = 5160

[State 3507, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 3

[State 3507, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 3507, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = -3.36

[State 3507, VelAdd]
Type = VelAdd
Trigger1 = Time > 0
Y = .42

[State 3507, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 3508

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晞愰尵弨旛嘋丂墶偨傢傞
;--------------------------------------------------
[StateDef 3508]
Type = L
MoveType = I
Physics = N
Anim = 5170
VelSet = 0, 0

[State 3508, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 3

[State 3508, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 3508, VarSet];CPU晞掆巭
Type = VarSet
Trigger1 = Time = 0
V = 46
Value = 0

[State 3508, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 5110
Persistent = 0

[State 3508, ChangeState]
Type = ChangeState
Trigger1 = Time = 60
Value = 3509

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]晞愰尵弨旛嘍丂婲偒忋偑傝
;--------------------------------------------------
[StateDef 3509]
Type = L
MoveType = I
Physics = N
Anim = 5120

[State 3509, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 3

[State 3509, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = IfElse(RoundState>2, 0, 3500)
Ctrl = IfElse(RoundState>2, 1, 0)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖僇乕僪丂暘婒
;--------------------------------------------------
[StateDef 3510]
Type = U
MoveType = U
Physics = U
Ctrl = 0
SprPriority = 1

;--------------------傾乕儅乕僿儖僷乕
[State 3510, Helper]
Type = Helper
Trigger1 = NumHelper(6965) = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6965
StateNo = 6965
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

;--------------------師傊
[State 3510, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = Random%3 = 0
Value = 3511

[State 3510, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 3500+(20*Var(52))

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖愱梡僟僢僔儏丂暘婒
;--------------------------------------------------
[StateDef 3511]
Type = S
MoveType = A
Physics = S
Ctrl = 0
SprPriority = 1

;--------------------師傊
[State 3511, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 3512+(3*(Random%2))

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖愱梡僟僢僔儏丂奐巒
;--------------------------------------------------
[StateDef 3512]
Type = S
MoveType= I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 100
SprPriority = 0

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3512, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3512, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖愱梡僟僢僔儏丂旘隳
;--------------------------------------------------
[StateDef 3513]
Type = A
MoveType= I
Physics = N
VelSet = 7.5,-10.2
Anim = 101
SprPriority = 0

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3513, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3513, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖愱梡僟僢僔儏丂廔椆
;--------------------------------------------------
[StateDef 3514]
Type = S
MoveType= I
Physics = S
VelSet = 0, 0
Anim = 102
SprPriority = 0

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3514, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3514, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖愱梡僶僢僋僟僢僔儏丂奐巒
;--------------------------------------------------
[StateDef 3515]
Type = S
MoveType= I
Physics = S
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 105
SprPriority = 0

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3515, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3515, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖愱梡僶僢僋僟僢僔儏丂旘隳
;--------------------------------------------------
[StateDef 3516]
Type = A
MoveType= I
Physics = N
VelSet = -11,-17
Anim = 106
SprPriority = 0

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3516, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3516, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]CPU僗儁儖愱梡僶僢僋僟僢僔儏丂廔椆
;--------------------------------------------------
[StateDef 3517]
Type = S
MoveType= I
Physics = S
VelSet = 0, 0
Anim = 107
SprPriority = 0

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 3517, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 3517, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僶僢僪儗僨傿僗僋儔儞僽儖丂暘婒
;--------------------------------------------------
[StateDef 3520]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1

;--------------------師傊
[State 3520, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = P2Dist X = [5, 100]
Trigger1 = Random%100 = [0,10]
Value = 3525

[State 3520, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 3521

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僶僢僪儗僨傿僗僋儔儞僽儖丂奐巒
;--------------------------------------------------
[StateDef 3521]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 40
SprPriority = 1

[State 3521, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3521, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 40
Trigger1 = AnimTime = 0
Value = IfElse((Random%100<60), 41, 43)

[State 3521, VelSet]
Type = VelSet
Trigger1 = (Anim = 41) || (Anim = 43)
Trigger1 = AnimElem = 1
X = IfElse((Anim=41), 25, -25)
Y = -12

[State 3521, StateTypeSet]
Type = StateTypeSet
Trigger1 = (Anim = 41) || (Anim = 43)
Trigger1 = AnimElem = 1
StateType = A
Physics = N

;--------------------岠壥壒
[State 3521, PlaySnd]
Type = PlaySnd
Trigger1 = (Anim = 41) || (Anim = 43)
Trigger1 = AnimElem = 1
Value = S206, 5

[State 3521, Helper];僶僢僋僟僢僔儏僄僼僃僋僩
Type = Helper
Trigger1 = Anim = 41
Trigger1 = AnimElem = 1
Persistent = 0
OwnPal = 1
Facing = 1
PosType = P1
Pos = 12, -33
ID = 30020
StateNo = 30021
Name = " "

[State 3521, Helper];僶僢僋僟僢僔儏僄僼僃僋僩
Type = Helper
Trigger1 = Anim = 43
Trigger1 = AnimElem = 1
Persistent = 0
OwnPal = 1
Facing = -1
PosType = P1
Pos = 12, -33
ID = 30020
StateNo = 30021
Name = " "

[State 3521, AfterImage]
Type = AfterImage
Trigger1 = (Anim = 41) || (Anim = 43)
Trigger1 = AnimElem = 1
Time = 50
Length = 8
PalBright = 0, 0, 0
PalContrast = 48, 40, 40
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------師傊
[State 3521, ChangeState]
Type = ChangeState
TriggerAll = Pos Y < -100
Trigger1 = Anim = 41
Trigger1 = FrontEdgeDist < 5
Trigger2 = Anim = 43
Trigger2 = BackEdgeDist < 5
Trigger3 = Time > 60
Value = 3522

;--------------------枅僼儗乕儉張棟
[State 3521, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3521, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 3521, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僶僢僪儗僨傿僗僋儔儞僽儖丂暻挘傝晅偒
;--------------------------------------------------
[StateDef 3522]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 1041
SprPriority = 1

[State 3522, Turn]
Type = Turn
Trigger1 = Time = 0
Trigger1 = Vel X > 0

;--------------------懍搙愝掕
[State 3522, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------暻挘傝晅偒張棟
[State 3522, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 22
Value = Floor(BackEdgeDist)

[State 3522, PosAdd]
Type = PosAdd
Trigger1 = Time > 0
Trigger1 = Var(22) <= 5
X = Floor(Var(22)-BackEdgeDist)

[State 3522, VarSet]
Type = VarSet
Trigger1 = Time > 0
Trigger1 = Floor(BackEdgeDist) <= 5
V = 22
Value = Floor(BackEdgeDist)

[State 3522, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
Trigger1 = Var(22) > 5
Trigger1 = BackEdgeDist > 5
X = IfElse(BackEdgeDist<15, -Floor(BackEdgeDist), -15)

[State 3522, PosAdd]
Type = PosAdd
Trigger1 = Time > 0
Trigger1 = Var(22) > 5
Trigger1 = BackEdgeDist > 5
X = IfElse(BackEdgeDist-5>4, -8, -4)

;--------------------撍寕妏搙愝掕
[State 3522, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 15
Value = IfElse((Pos Y>-120), 20, IfElse((Pos Y>-240), 25, 30))

;--------------------師傊
[State 3522, AfterImage]
Type = AfterImage
Trigger1 = Time > 40
Time = 80
Length = 8
PalBright = 0, 0, 0
PalContrast = 48, 40, 40
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

[State 3522, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
Value = 3523

;--------------------枅僼儗乕儉張棟
[State 3522, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3522, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 3522, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僶僢僪儗僨傿僗僋儔儞僽儖丂峌寕
;--------------------------------------------------
[StateDef 3523]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 3520
SprPriority = 1

[State 3523, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 2
Value = S206, 11

[State 3523, VelSet]
Type = VelSet
Trigger1 = Time = [2,9]
X = (Time+4)*Cos(FVar(15)*Pi/280)
Y = (Time+4)*Sin(FVar(15)*Pi/280)

;--------------------峌寕愝掕
[State 3523, HitDef]
Type = HitDef
Trigger1 = Var(34)
Trigger1 = !MoveContact
Attr = A, HA
Damage = 200, 200
AnimType = Hard
Air.AnimType = Back
GuardFlag = 
Guard.Dist = 0
Priority = 6, Hit
GetPower = 0, 0
GivePower = 0, 3
PauseTime = 0, 0
SparkXY = 0, -20
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 24
Ground.Velocity = -8,-6
Guard.Velocity = -8
Air.Velocity = -8,-6
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower  = 0, 0
GivePower = 0, 0

;--------------------僸僢僩屻張棟
[State 3523, VarSet];僟儊乕僕曗惓
Type = VarSet
Trigger1 = MoveHit
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.80

[State 3523, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 50, -10
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3523, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 50, -10
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3523, VarSet];僸僢僩壒
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 4

;--------------------師傊
[State 3523, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 3524

;--------------------枅僼儗乕儉張棟
[State 3523, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3523, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 3523, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 3523, Helper]
Type = Helper
Trigger1 = NumHelper(6440) < 8
Trigger1 = Time%4 = 2
OwnPal = 1
PosType = P1
Pos = 35,-13
ID = 6440
StateNo = 6441
Name = "BadLadyScramble"

[State 3523, Helper];彫愒抏丂弌尰
Type = Helper
Trigger1 = NumHelper(6620) < 8
Trigger1 = Time%4 = 2
OwnPal = 1
PosType = P1
Pos = 10, -40
ID = 6620
StateNo = 6620
Name = "SmallRedBall"

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僶僢僪儗僨傿僗僋儔儞僽儖丂廔椆
;--------------------------------------------------
[StateDef 3524]
Type = C
MoveType = I
Physics = N
Ctrl = 0
Anim = 3521
SprPriority = 0
MoveHitPersist = 1

;--------------------懍搙愝掕
[State 3524, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3524, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------廔椆
[State 3524, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]抧忋僶僢僪儗僨傿僗僋儔儞僽儖丂奐巒
;--------------------------------------------------
[StateDef 3525]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3040
SprPriority = 1

;--------------------彅悢抣弶婜壔
[State 3525, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = -1

;--------------------懍搙愝掕0
[State 3525, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3525, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------傾僯儊曄峏
[State 3525, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 3040
Trigger1 = AnimTime = 0
Value = 3041

;--------------------彅悢抣曄壔
[State 3525, VarAdd];Time
Type = VarAdd
Trigger1 = Anim = 3041
V = 20
Value = 1

[State 3525, StateTypeSet]
Type = StateTypeSet
Trigger1 = Anim = 3041
StateType = A
Physics = N

;--------------------懍搙愝掕1
[State 3525, VelSet]
Type = VelSet
Trigger1 = Anim = 3041
Trigger1 = AnimElem = 1, =1
X = 20
Y = -4

;--------------------岠壥壒
[State 3525, PlaySnd]
Type = PlaySnd
Trigger1 = Anim = 3041
Trigger1 = AnimElem = 1, =1
Value = S206, 11

[State 3525, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Trigger2 = Anim = 3041
Trigger2 = AnimElem = 1, =1
Time = 40
Length = 8
PalBright = 0, 0, 0
PalContrast = 48, 40, 40
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------師傊
[State 3525, ChangeState]
Type = ChangeState
Trigger1 = Anim = 3041
Trigger1 = AnimElem = 2
Value = 3526

;--------------------枅僼儗乕儉張棟
[State 3525, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 3

[State 3525, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]抧忋僶僢僪儗僨傿僗僋儔儞僽儖丂峌寕
;--------------------------------------------------
[StateDef 3526]
Type = A
MoveType = A
Physics = N
SprPriority = 1

;--------------------峌寕愝掕
[State 3526, HitDef]
Type = HitDef
Trigger1 = Var(34)
Persistent = 0
Attr = A, HA
Damage = Ceil(20*FVar(10)), Ceil(20*FVar(10))
AnimType = Hard
Air.AnimType = Back
GuardFlag = 
Guard.Dist = 0
Priority = 6, Hit
GetPower = 0, 0
GivePower = 0, 3
PauseTime = 0, 0
SparkXY = 0, -50
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 24
Ground.Velocity = -5,-4
Guard.Velocity = -5
Air.Velocity = -5,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower  = 0, 0
GivePower = 0, 0

;--------------------僸僢僩屻張棟
[State 3526, VarSet];僟儊乕僕曗惓
Type = VarSet
Trigger1 = MoveHit
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 3526, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 70, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3526, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3526, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -60
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3526, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 20
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3526, VarSet];僸僢僩壒
Type = VarSet
Trigger1 = MoveHit
IgnoreHitPause = 1
V = 17
Value = 3

[State 3526, VarSet];僈乕僪壒
Type = VarSet
Trigger1 = MoveGuarded
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------師傊
[State 3526, ChangeState]
Type = ChangeState
Trigger1 = Var(20) >= 42
Value = 3528

[State 3526, ChangeState]
Type = ChangeState
Trigger1 = MoveContact
Value = 3527

;--------------------枅僼儗乕儉張棟
[State 3526, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = , AA, AT
Time = 3

[State 3526, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

[State 3526, Helper]
Type = Helper
Trigger1 = NumHelper(6440) < 8
Trigger1 = Var(20)%4 = 2
OwnPal = 1
PosType = P1
Pos = 35,-33
ID = 6440
StateNo = 6440
Name = "BadLadyScramble"

[State 3526, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 20
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]抧忋僶僢僪儗僨傿僗僋儔儞僽儖丂柍椡忬懺
;--------------------------------------------------
[StateDef 3527]
Type = A
MoveType = A
Physics = N
SprPriority = 1

;--------------------師傊
[State 3527, ChangeState]
Type = ChangeState
Trigger1 = Var(20) >= 42
Value = 3528

[State 3527, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
Value = 3526

;--------------------枅僼儗乕儉張棟
[State 3527, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = , AA, AT
Time = 3

[State 3527, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10
Player = 30, 10

[State 3527, Helper]
Type = Helper
Trigger1 = NumHelper(6440) < 8
Trigger1 = Var(20)%4 = 2
OwnPal = 1
PosType = P1
Pos = 35,-33
ID = 6440
StateNo = 6440
Name = "BadLadyScramble"

[State 3527, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 20
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]抧忋僶僢僪儗僨傿僗僋儔儞僽儖丂廔椆
;--------------------------------------------------
[StateDef 3528]
Type = A
MoveType = I
Physics = N
Anim = 3042
SprPriority = 0

;--------------------懍搙愝掕
[State 3528, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.5

[State 3528, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

;--------------------師傊
[State 3528, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 3529

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]抧忋僶僢僪儗僨傿僗僋儔儞僽儖丂拝抧
;--------------------------------------------------
[StateDef 3529]
Type = S
MoveType = I
Physics = S
Anim = 3023
SprPriority = 0

;--------------------懍搙愝掕
[State 3529, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3529, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------廔椆
[State 3529, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儅僀僴乕僩僽儗僀僋丂奐巒
;--------------------------------------------------
[StateDef 3540]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3540
SprPriority = 1

;--------------------懍搙愝掕
[State 3540, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3540, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------墘弌
[State 3540, Helper]
Type = Helper
Trigger1 = Time = 0
OwnPal = 1
PosType = P1
Pos = 0,-91
ID = 6640
StateNo = 6640
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "MyHeartBreak"

[State 3540, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 9

[State 3540, Helper]
Type = Helper
Trigger1 = animelem = 10
OwnPal = 1
PosType = P1
Pos = 0, -70
ID = 6641
StateNo = 6641
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "MyHeartBreak"

[State 3540, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 100
Length = 8
PalBright = 0, 0, 0
PalContrast = 48, 40, 40
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;--------------------幩弌曽岦暘婒
; 0:慜曽岦
; 1:幬曽岦
[State 3540, VarSet]
Type = VarSet
Trigger1 = animelem = 10
Trigger1 = NumEnemy > 0
V = 6
Value = 0

[State 3540, VarSet]
Type = VarSet
Trigger1 = animelem = 10
V = 20
Value = 0

;--------------------師傊
[State 3540, ChangeState]
Type = ChangeState
Trigger1 = animelem = 10
Value = 3541

;--------------------枅僼儗乕儉張棟
[State 3540, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儅僀僴乕僩僽儗僀僋丂搳偘
;--------------------------------------------------
[StateDef 3541]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3541
SprPriority = 1

;--------------------墘弌
[State 3541, AttackDist]
Type = AttackDist
Trigger1 = Animelem = 2, >=0
Trigger1 = Animelem = 4, <0
Value = 320

[State 3541, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S206, 8

[State 3541, Helper]
Type = Helper
Trigger1 = AnimElem = 3
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 105,-67
ID = 6645
StateNo = 6645
Size.XScale = 1
Size.YScale = 1
Name = "MyHeartBreak"

[State 3541]
type = explod
Trigger1 = AnimElem = 3
Anim = 7035
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1

;--------------------師傊
[State 3541, ChangeState]
Type = ChangeState
Trigger1 = AnimElem = 5
Value = 3542

[State 3541, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 40
Value = 0
Ctrl = 1

;--------------------枅僼儗乕儉張棟
[State 3541, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儅僀僴乕僩僽儗僀僋丂廔椆
;--------------------------------------------------
[StateDef 3542]
Type = S
MoveType = I
Physics = S
Ctrl = 0
Anim = 3542
SprPriority = 1

;--------------------廔椆

[State 3542, ChangeState]
Type = ChangeState
Trigger1 = Animelem = 3
Value = 0
Ctrl = 1

[State 3542,7]
type = ChangeState
trigger1 = Command = "z"
value = 3060



[State 3542,7]
type = ChangeState
trigger1 = Command = "y"
value = 3540

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]AI僗儁儖丂彫愒抏丂弶婜愝掕乮橂妏0乣50乯
;--------------------------------------------------
;奺Var偵偮偄偰乮St6620乣6629嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6620]
Type = A
MoveType = A
Physics = N
Anim = 6620
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6620, VarRandom];堏摦曽岦
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 500

[State 6620, VarRandom];懍搙
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 40, 60

[State 6620, VarRandom];戝偒偝
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 200, 400

;--------------------懍搙愝掕
[State 6620, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 0.1*Var(2)*Cos(0.1*Var(1)*(Pi/180))
Y = 0.1*Var(2)*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6620, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6625

;--------------------枅僼儗乕儉張棟
[State 6620, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.001*Var(3), 0.001*Var(3)

[State 6620, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6620, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]AI僗儁儖丂彫愒抏丂弶婜愝掕乮慜曽峀妏15乯
;--------------------------------------------------
;奺Var偵偮偄偰乮St6620乣6629嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6621]
Type = A
MoveType = A
Physics = N
Anim = 6620
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6621, VarRandom];堏摦曽岦
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -150, 150

[State 6621, VarRandom];懍搙
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 40, 60

[State 6621, VarRandom];戝偒偝
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 200, 400

;--------------------懍搙愝掕
[State 6621, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 0.1*Var(2)*Cos(0.1*Var(1)*(Pi/180))
Y = 0.1*Var(2)*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6621, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6625

;--------------------枅僼儗乕儉張棟
[State 6621, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.001*Var(3), 0.001*Var(3)

[State 6621, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6621, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]AI僗儁儖丂彫愒抏丂弶婜愝掕乮嬄妏10乣40乯
;--------------------------------------------------
;奺Var偵偮偄偰乮St6620乣6629嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6622]
Type = A
MoveType = A
Physics = N
Anim = 6620
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6622, VarRandom];堏摦曽岦
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -400, -100

[State 6622, VarRandom];懍搙
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 40, 60

[State 6622, VarRandom];戝偒偝
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 200, 400

;--------------------懍搙愝掕
[State 6622, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 0.1*Var(2)*Cos(0.1*Var(1)*(Pi/180))
Y = 0.1*Var(2)*Sin(0.1*Var(1)*(Pi/180))

;--------------------師傊
[State 6622, ChangeState]
Type = ChangeState
Trigger1 = Time = 1
Value = 6625

;--------------------枅僼儗乕儉張棟
[State 6622, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.001*Var(3), 0.001*Var(3)

[State 6622, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6622, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]AI僗儁儖丂彫愒抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6620乣6629嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6625]
Type = A
MoveType = A
Physics = N

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6625, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------僌儗僀僘桳岠忦審
[State 6625, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = (EnemyNear,StateNo) = [100,119]
Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = I

;--------------------僌儗僀僘柍岠忦審
[State 6625, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = !((EnemyNear,StateNo) = [100,119])
Trigger1 = !(((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = A

;========== 僌儗僀僘帪偺張棟 ==========

;--------------------僌儗僀僘張棟忦審
[State 6625, ParentVarSet];僌儗僀僘壒
Type = ParentVarSet
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 5+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-5, 5-(EnemyNear,Const(Size.Head.Pos.Y))]
V = 19
Value = 1

[State 6625, Explod];僌儗僀僘僄僼僃僋僩
Type = Explod
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 5+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-5, 5-(EnemyNear,Const(Size.Head.Pos.Y))]
Persistent = 0
Anim = 31600
ID = 31000
Pos = 0, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6625, ChangeState]
Type = ChangeState
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 5+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [-5, 5-(EnemyNear,Const(Size.Head.Pos.Y))]
Value = 6626

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 6625, HitDef]
Type = HitDef
Trigger1 = MoveType = A
Trigger1 = Parent,Var(34)
Trigger1 = NumEnemy > 0
Persistent = 0
Attr = A, SP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 1, Hit
Damage = 20, 1
PauseTime = 0, 0
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = -7.5
Air.Velocity = -5,-4
P1SprPriority = 10
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse((Enemy,CanRecover=0), 0, 1)
Fall.RecoverTime = 24
Guard.Kill = 0
HitOnce = 1
GetPower = 10, 0
GivePower = 0, 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------僸僢僩屻張棟
[State 6625, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31010
ID = 31000
Pos = 0, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6625, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 0, 0
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6625, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 8

[State 6625, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------峌寕姰椆忦審
[State 6625, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 6629

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6625, ChangeState]
Type = ChangeState
Trigger1 = !(ScreenPos X = [-50,370])
Trigger2 = !(ScreenPos Y = [-50,290])
Value = 6629

;--------------------枅僼儗乕儉張棟
[State 6625, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0.1*Var(1)
Scale = 0.001*Var(3), 0.001*Var(3)

[State 6625, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6625, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6625, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]AI僗儁儖丂彫愒抏丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6620乣6629嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6626]
Type = A
MoveType = I
Physics = N

;--------------------暅婣
[State 6626, ChangeState]
Type = ChangeState
Trigger1 = Time > 1
Value = 6625

;--------------------徚柵忦審
[State 6626, ChangeState]
Type = ChangeState
Trigger1 = !(ScreenPos X = [-50,370])
Trigger2 = !(ScreenPos Y = [-50,290])
Value = 6629

;--------------------枅僼儗乕儉張棟
[State 6626, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.001*Var(3), 0.001*Var(3)

[State 6626, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6626, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6626, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]AI僗儁儖丂彫愒抏丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6620乣6629嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6629]
Type = A
MoveType = I
Physics = N
VelSet = 0, 0

;--------------------徚柵忦審
[State 6629, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0
Trigger1 = Var(3) <= 0

;--------------------枅僼儗乕儉張棟
[State 6629, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6629, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0.1*Var(1)
Scale = 0.001*Var(3), 0.001*Var(3)

[State 6629, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6629, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 3
Value = -40

[State 6629, VarSet]
Type = VarSet
Trigger1 = Var(3) < 0
V = 3
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儅僀僴乕僩僽儗僀僋丂墘弌梡僗僺傾
;--------------------------------------------------
;奺Var偵偮偄偰乮St6640撈帺乯
;  Var( 1)	妏搙
;
;------------------------------
[StateDef 6640]
Type = A
MoveType = I
Physics = N
Anim = 6460
SprPriority = 10

;--------------------廔椆
[State 6640, DestroySelf]
Type = DestroySelf
Trigger1 = !(Root,StateNo = [3540,3541])
Trigger2 = Root,MoveType = H
Trigger3 = Root,Anim = 3541
Trigger3 = Root,AnimElem = 3

;--------------------妏搙愝掕
[State 6640, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6640, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3540
Trigger1 = Root,AnimElem = 7
Persistent = 0
V = 1
Value = 58

[State 6640, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3540
Trigger1 = Root,AnimElem = 8
Persistent = 0
V = 1
Value = 70

[State 6640, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3541
Trigger1 = Root,AnimElem = 1
Persistent = 0
V = 1
Value = 108

[State 6640, VarSet]
Type = VarSet
Trigger1 = Root,Anim = 3541
Trigger1 = Root,AnimElem = 2
Persistent = 0
V = 1
Value = 157

;--------------------埵抲愝掕
[State 6640, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 0
Time = 1
Facing = 1
Pos = 0, -91

[State 6640, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 58
Time = 1
Facing = 1
Pos = -38, -46

[State 6640, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 70
Time = 1
Facing = 1
Pos = -52, -33

[State 6640, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 108
Time = 1
Facing = 1
Pos = -28, -66

[State 6640, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 157
Time = 1
Facing = 1
Pos = 45, -80

;--------------------枅僼儗乕儉張棟
[State 6640, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6640, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6640, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = -Var(1)
Scale = 1.2, 1.2

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儅僀僴乕僩僽儗僀僋丂梊崘慄
;--------------------------------------------------
;奺Var偵偮偄偰乮St6641撈帺乯
;  Var( 1)	妏搙
; FVar( 1)	戝偒偝 X
; FVar( 2)	戝偒偝 Y
;
;------------------------------
[StateDef 6641]
Type = A
MoveType = I
Physics = N
Anim = 6641
SprPriority = 10

;--------------------廔椆
[State 6641, DestroySelf]
Type = DestroySelf
Trigger1 = Root,StateNo != 3540
Trigger2 = Root,MoveType = H
Trigger3 = Time = 40

;--------------------妏搙愝掕
[State 6641, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = IfElse((Root,Var(20)=0), 0, 8)

;--------------------埵抲愝掕
[State 6641, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 0
Time = 1
Facing = 1
Pos = 0, -70

[State 6641, BindToRoot]
Type = BindToRoot
Trigger1 = Var(1) = 23
Time = 1
Facing = 1
Pos = 0, -70

;--------------------戝偒偝愝掕
[State 6641, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.25

[State 6641, VarAdd]
Type = VarAdd
Trigger1 = Time = [1,10]
FV = 1
Value = 0.25

[State 6641, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.15

[State 6641, VarAdd]
Type = VarAdd
Trigger1 = Time = [25,39]
FV = 2
Value = -0.01

;--------------------枅僼儗乕儉張棟
[State 6641, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6641, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6641, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = Var(1)
Scale = FVar(1), FVar(2)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儅僀僴乕僩僽儗僀僋丂抏丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6645乣6648嫟捠乯
;  Var( 1)	幩弌妏搙
;
;------------------------------
[StateDef 6645]
Type = A
MoveType = A
Physics = N
Anim = 6646
SprPriority = 10

[State 6645, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = IfElse((Root,Var(20)=0), 180, 157)

[State 6645, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = Root,Var(20) =0
Value = 6645

[State 6645, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
Trigger1 = Var(1) = 157
X = -40
Y = -20

[State 6645, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6646

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儅僀僴乕僩僽儗僀僋丂抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6645乣6648嫟捠乯
;  Var( 1)	幩弌妏搙
;
;------------------------------
[StateDef 6646]
Type = A
MoveType = A
Physics = N
SprPriority = 10

;--------------------懍搙愝掕
[State 6646, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 50
Y = 0
;--------------------峌寕愝掕
[State 6646, HitDef]
Type = HitDef
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = A, HP
AnimType  = Hard
Air.AnimType = Back
Damage = 100, 100
GuardFlag = 
Guard.Dist = 0
Priority = 6, Hit
SprPriority = 10
GetPower = 0, 0
GivePower = 0, 50
PauseTime = 0, 2
SparkXY = 0, 0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = -20,-7
;Guard.Velocity = -9
Air.Velocity = -20,-7
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = 0, 0

;--------------------僸僢僩屻張棟
[State 6646, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.75

[State 6646, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31050
ID = 31000
Pos = Floor(IfElse((Var(1)=180),50,46)+0.25*(P2Dist X)-IfElse((Var(1)=180),50,46)), Floor(IfElse((Var(1)=180),0,-20)+0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))-IfElse((Var(1)=180),0,-20))
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6646, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = Floor(IfElse((Var(1)=180),50,46)+0.25*(P2Dist X)-IfElse((Var(1)=180),50,46)), Floor(IfElse((Var(1)=180),0,-20)+0.25*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y))-IfElse((Var(1)=180),0,-20))
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6646, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 7

[State 6646, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

[State 6646, TargetState]
Type = TargetState
Trigger1 = MoveHit
Trigger1 = NumTarget > 0
Persistent = 0
IgnoreHitPause = 1
Value = 7001

;--------------------師傊
[State 6646, ChangeState]
Type = ChangeState
Trigger1 = !(ScreenPos X = [-300,620])
Value = 6648

;--------------------枅僼儗乕儉張棟
[State 6646, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6646, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6646, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = -Var(1)
Scale = 1.2, 1.2

[State 6646, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

[State 6646, Helper];彫愒抏丂弌尰
Type = null;Helper
Trigger1 = NumHelper(6620) < 8
Trigger1 = Time > 0
OwnPal = 1
PosType = P1
Pos = -30, 0
ID = 6620
StateNo = IfElse((Var(1)=180),6621,6622)
Name = "SmallRedBall"

;--------------------抏僸僢僩壒
[State 6646, PlaySnd];抏
Type = PlaySnd
Trigger1 = Var(17) = 8
Value = S100, 8
Channel = 7

[State 6646, PlaySnd];抏
Type = PlaySnd
Trigger1 = Var(18) = 1
Value = S100, 9
Channel = 7

[State 6646, PlaySnd];抏
Type = PlaySnd
Trigger1 = Var(19) = 1
Value = S100, 26
Channel = 7

[State 6646, VarSet]
Type = VarSet
Trigger1 = Var(17) > 0
V = 17
Value = 0

[State 6646, VarSet]
Type = VarSet
Trigger1 = Var(18) > 0
V = 18
Value = 0

[State 6646, VarSet]
Type = VarSet
Trigger1 = Var(19) > 0
V = 19
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儅僀僴乕僩僽儗僀僋丂抏丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6645乣6648嫟捠乯
;  Var( 1)	幩弌妏搙
;  Var(17)	抏僸僢僩壒
;
;------------------------------
[StateDef 6648]
Type = A
MoveType = I
Physics = N
VelSet = 0, 0
SprPriority = 10

[State 6648, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible

[State 6648, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0
Trigger1 = NumHelper(6620) = 0

;--------------------抏僸僢僩壒
[State 6648, PlaySnd];抏
Type = PlaySnd
Trigger1 = Var(17) = 8
Value = S100, 8
Channel = 7

[State 6648, PlaySnd];抏
Type = PlaySnd
Trigger1 = Var(18) = 1
Value = S100, 9
Channel = 7

[State 6648, PlaySnd];抏
Type = PlaySnd
Trigger1 = Var(19) = 1
Value = S100, 26
Channel = 7

[State 6648, VarSet]
Type = VarSet
Trigger1 = Var(17) > 0
V = 17
Value = 0

[State 6648, VarSet]
Type = VarSet
Trigger1 = Var(18) > 0
V = 18
Value = 0

[State 6648, VarSet]
Type = VarSet
Trigger1 = Var(19) > 0
V = 19
Value = 0




;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僋僀乕儞丒僆僽丒儈僢僪僫僀僩丂抧忋幩寕
;--------------------------------------------------
[StateDef 3590]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 320
SprPriority = 1

;--------------------抏弌尰
[State 3590, Helper]
Type = Helper
Trigger1 = Time = 12
Trigger2 = Time = 18
Trigger3 = Time = 24
Trigger4 = Time = 30
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-41
ID = 6689
StateNo = 6689
Name = "QOM_Bullet_S"
ownpal = 0

[State 3590, Helper]
Type = Helper
Trigger1 = Time = 18
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-41
ID = 6689
StateNo = 6689
Name = "QOM_Bullet_S"
ownpal = 0

[State 3590, Helper]
Type = Helper
Trigger1 = Time = 24
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-41
ID = 6689
StateNo = 6689
Name = "QOM_Bullet_S"
ownpal = 0

[State 3590, Helper]
Type = Helper
Trigger1 = Time = 30
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-41
ID = 6689
StateNo = 6689
Name = "QOM_Bullet_S"
ownpal = 0

;--------------------岠壥壒

;--------------------廔椆
[State 3590, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3591]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 726
SprPriority = 1

;--------------------懍搙愝掕
[State 3591, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 3591, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = -5
Y = 0

[State 3591, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y =0

;--------------------師傊
[State 3591, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 3592

[StateDef 3592]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 726
SprPriority = 1

;--------------------抏弌尰
[State 3592, Helper]
Type = Helper
Trigger1 = Time <= 22
Trigger1 = Time >= 0
trigger1 = (GameTime%5) = 1
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-41
ID = 6689
StateNo = 6689
Name = "QOM_Bullet_S"
Size.XScale = 0.8
Size.YScale = 0.8
ownpal = 0

;--------------------岠壥壒

;--------------------廔椆
[State 3592, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 0

[State 3592, ChangeState]
Type = ChangeState
Trigger1 = animelem = 3
Value = 50
Ctrl = 1



[StateDef 3593]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 320
SprPriority = 1

;--------------------抏弌尰

[State 3593, Helper]
Type = Helper
Trigger1 = Time = 12
Trigger2 = Time = 18
Trigger3 = Time = 24
Trigger4 = Time = 30
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-51
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"
ownpal = 0

[State 3593, Helper]
Type = Helper
Trigger1 = Time = 18
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-51
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"
ownpal = 0

[State 3593, Helper]
Type = Helper
Trigger1 = Time = 24
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-51
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"
ownpal = 0

[State 3593, Helper]
Type = Helper
Trigger1 = Time = 30
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-51
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"
ownpal = 0

;--------------------岠壥壒
[State 3593, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 12
Persistent = 0
Value = S400, 5
Channel = 1

[State 3593, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 18
Persistent = 0
Value = S400, 5
Channel = 1

[State 3593, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 24
Persistent = 0
Value = S400, 5
Channel = 1

[State 3593, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 30
Persistent = 0
Value = S400, 5
Channel = 1

;--------------------廔椆
[State 3593, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1



[StateDef 3594]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 726
SprPriority = 1

;--------------------懍搙愝掕
[State 3594, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 3594, VelSet]
Type = VelSet
Trigger1 = Pos Y >= 0
X = 0
Y = 0

[State 3594, PosAdd]
Type = PosSet
Trigger1 = Pos Y >= 0
Y =0

;--------------------師傊
[State 3594, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 3595

[StateDef 3595]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 726
SprPriority = 1

;--------------------抏弌尰


[State 3595, Helper]
Type = Helper
Trigger1 = Time <= 22
Trigger1 = Time >= 0
trigger1 = (GameTime%5) = 1
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
PosType = P1
Pos = 40,-41
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"
ownpal = 0

;--------------------岠壥壒
[State 3595, PlaySnd]
Type = PlaySnd
Trigger1 = Time <= 22
Trigger1 = Time >= 0
trigger1 = (GameTime%5) = 1
Persistent = 7
Value = S400, 5
Channel = 1

;--------------------廔椆
[State 3595, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 0

[State 3595, ChangeState]
Type = ChangeState
Trigger1 = animelem = 3
Value = 50
Ctrl = 1

[StateDef 3596]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 7044
SprPriority = 1

[State 3596, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

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

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

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

[State 3020, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3596, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4

;--------------------抏弌尰

[State 3596, Helper]
Type = Helper
Trigger1 = AnimElem = 2
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
OwnPal = 1
PosType = P2
Pos = 0,-220
ID = 6670
StateNo = 6671
Name = ""



;--------------------岠壥壒
[State 3596, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S400, 30
freqmul = 1.5


;--------------------廔椆
[State 3596, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


[StateDef 3597]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 7044
SprPriority = 1

[State 3597, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3020, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

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

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

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



[State 3597, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4

;--------------------抏弌尰

[State 3597, Helper]
Type = Helper
Trigger1 = AnimElem = 2
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = player
OwnPal = 1
PosType = P2
Pos = 0,-220
ID = 6670
StateNo = 6670
Name = ""



;--------------------岠壥壒
[State 3597, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S400, 30
freqmul = 1.5


;--------------------廔椆
[State 3597, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儕儞僌抏丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6680乣6689嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6680]
Type = A
MoveType = A
Physics = N
Anim = 6680
SprPriority = 10

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

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

[State 3592, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 17
Channel = 1

[State 6699, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6689, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0
Scale = 0.8, 0.8

[State 6699, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------師傊
[State 6680, ChangeState]
Type = ChangeState
Trigger1 = Time = 20
Value = 6689

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儕儞僌抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6680乣6689嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6689]
Type = A
MoveType = A
Physics = N
Anim = 7073
SprPriority = 10

[State -2,Explod]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 7075
sprpriority = 11
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
trans = add

[State -2,Explod]
type = Explod
trigger1 = (GameTime%6) = 1
anim = 6680
sprpriority = 10
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
trans = add

[State 3022, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 0, 0

[State 3592, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 17
Channel = 1

;--------------------峌寕姰椆忦審
[State 6689, DestroySelf]
Type = Destroyself
Trigger1 = time >= 100
trigger2 = anim != 7073

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

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

;--------------------枅僼儗乕儉張棟

[State 6689, HitDef]
Type = null;HitDef
trigger1 = (GameTime%1) = 0
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 1, Hit
Damage = 2
PauseTime = 2, 2
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.-1
Air.Velocity = 0,-1
P1SprPriority = 9
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(16*Parent,FVar(10))
HitOnce = 1
Guard.Kill = 0
GetPower = 10, 0
;GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
HitSound = S100, 8
GuardSound = S100, 9

[State 6689, HitDef]
Type = projectile;HitDef
trigger1 = p2BodyDist X < 3
trigger1 = (GameTime%2) = 0
Attr = A, NP
projanim                   = 66801
ProjID                     = 6689
projhitanim                = 66801
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 1, Hit
Damage = 1
PauseTime = 0, 1
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.-1
Air.Velocity = 0,-1
P1SprPriority = 9
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(16*Parent,FVar(10))
HitOnce = 1
Guard.Kill = 0
GetPower = 10, 0
;GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
HitSound = S100, 8
GuardSound = S100, 9


[State 6689, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6689, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6689, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

[state 11100]
type = velset
triggerall = time >= 0
trigger1 = p2bodydist X< 0
x = -15+ (random%18)

[state 1]
type = velset
triggerall = time >= 0
trigger1 = p2bodydist X > 0
x = 15- (random%18)

[state 11100]
type = velset
triggerall = time >= 0
trigger1 = p2bodydist Y < 60 
y = -25+ (random%40)

[state 11100]
type = velset
triggerall = time >= 0
trigger1 = p2bodydist Y > 60
y = 25- (random%40)


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]愒彫抏丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6690乣6699嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6690]
Type = A
MoveType = A
Physics = N
SprPriority = 10

[State 3592, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 5
Channel = 1

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

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

[State 6699, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6699, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------懍搙愝掕

;--------------------師傊
[State 6690, ChangeState]
Type = ChangeState
Trigger1 = Time = 20
Value = 6699

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]愒彫抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6690乣6699嫟捠乯
;  Var( 1)	堏摦曽岦
;  Var( 2)	懍搙
;  Var( 3)	戝偒偝
;
;------------------------------
[StateDef 6698]
Type = A
MoveType = A
Physics = N
Anim = 6620

[State -2,Explod]
type = Explod
trigger1 = 1
anim = 7095
sprpriority = 11
scale = 0.0005*var(14),0.0005*var(14);0.17,0.17
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
trans = add

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

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

[State 3022, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 0, 0

;--------------------峌寕姰椆忦審
[State 6699, DestroySelf]
Type = changestate
Trigger1 = time = 200+(random%100)
Trigger2 = time >= 400
value = 6699

;--------------------枅僼儗乕儉張棟
[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
V = 14
Range = 50, 800

[State 6699, AngleDraw]
Type = AngleDraw
Trigger1 = 1
IgnoreHitPause = 1
Value = 0
Scale = 0.5, 0.5

[state 90023]
type = null;HitDef
triggerall = ishelper
trigger1 = gametime%10 = 0
attr = S, NA
damage = 30, 10
animtype = digup
guardflag = MA
hitflag = MAFLDP
priority = 3, Hit
pausetime = 0,3
sparkno = s7034
sparkxy = 90-(10+(random/20)),-28-(10+(random/10))
hitsound = s-1
guardsound = s-1
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -8.9,-2.6
air.type = High
air.velocity = -10.4,-1.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 6365, HitDef]
Type = projectile;HitDef
trigger1 = p2BodyDist X < 3
trigger1 = (GameTime%10) = 0
projanim                   = 66201
ProjID                     = 6699
projhitanim                = 66201
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 1, Hit
Damage = 1
PauseTime = 0, 2
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-4
P1SprPriority = 9
SparkNo     = s7034
SparkXY = -25, 0
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(16*Parent,FVar(10))
HitOnce = 1
Guard.Kill = 0
GetPower = 10, 0
;GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
HitSound = S400, 18
GuardSound = S400, 18
palfx.time = 50
palfx.add = 10,20,100
palfx.mul = 100,120,150
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 6699, Trans]
Type = Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
trigger1 = p2bodydist X< 0
V = 15
Range = -2000, 500

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
trigger1 = p2bodydist X> 0
V = 15
Range = -600, 2000

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
trigger1 = p2bodydist Y< 60
V = 16
Range = -2000, 500

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
trigger1 = p2bodydist Y> 60
V = 16
Range = -500, 2000

[state 11100]
type = velset
triggerall = time >= 0
trigger1 = (GameTime%10)+(random%2) = 1
x = 0.001*var(15)

[state 11100]
type = velset
trigger1 = time >= 0
trigger1 = (GameTime%10)+(random%2) = 1
y = 0.001*var(16)

[State 1100, 壒傪柭傜偡]
type = PlaySnd
trigger1 = (GameTime%60)+(random%4) = 1
value = S500,0
freqmul = 1.1+((random%2)*0.1)
Channel = 1

[State 1100, 壒傪柭傜偡]
type = PlaySnd
Trigger1 = Time = 1
value = S500,0
freqmul = 1.1+((random%2)*0.1)
Channel = 1

[State 6699, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6699, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

[StateDef 6670]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7046
SprPriority = 0

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

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

;--------------------廔椆
[State 6670, DestroySelf]
Type = DestroySelf
trigger1 = animtime =0

;--------------------枅僼儗乕儉張棟
[State 6670, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 2.5, 0.3

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 0,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 20,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 40,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 60,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 80,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 100,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 120,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 140,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 160,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 180,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 200,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 220,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 240,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = 260,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
PosType = P1
Pos = -20,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -40,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -60,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -80,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -100,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
PosType = P1
Pos = -120,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -140,0
ID = 6670
StateNo = 6690
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -160,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -180,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -200,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -220,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 15
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -240,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
PosType = P1
Pos = -260,0
ID = 6699
StateNo = 6698
Name = "QOM_Bullet_S"




[State 6670, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[StateDef 6671]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7047
SprPriority = 0

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

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

[State 3596, Helper]
Type = Helper
Trigger1 = time = 20
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 0,30
ID = 6671
StateNo = 6673
Name = ""

[State 3596, Helper]
Type = Helper
Trigger1 = time = 40
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 0,70
ID = 6671
StateNo = 6675
Name = ""

[State 6671, Helper]
Type = Helper
Trigger1 = time = 200
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 0,0
ID = 6671
StateNo = 6505
Name = ""

[State 6671, Helper]
Type = Helper
Trigger1 = time = 200
persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999999
helpertype = normal
OwnPal = 1
PosType = P1
Pos = 0,0
ID = 6671
StateNo = 6507
Name = ""

[state 6505,1]
type = EnvShake
trigger1 = time = 50
time = 30
ampl = -4
freq = 95
phase = 95

[state 6505,1]
type = EnvShake
trigger1 = time = 80
time = 20
ampl = -7
freq = 95
phase = 95

[state 6505,1]
type = EnvShake
trigger1 = time = 100
time = 50
ampl = -12
freq = 95
phase = 95

[state 6505,1]
type = EnvShake
trigger1 = time = 150
time = 50
ampl = -18
freq = 95
phase = 95

[state 6505,1]
type = EnvShake
trigger1 = time = 160
time = 20
ampl = -20
freq = 95
phase = 95

[state 6505,1]
type = EnvShake
trigger1 = time = 180
time = 20
ampl = -26
freq = 95
phase = 95

[state 6505,1]
type = playsnd
trigger1 = time = 135
value = 400,24

[state 6505,1]
type = playsnd
trigger1 = time = 30
value = 400,16

[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 55
trigger1 = (GameTime%40) = 1
anim = 7054
id = 6671
sprpriority = 99
postype = p1
pos = 0,-5
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 105
trigger1 = (GameTime%25) = 1
anim = 7054
id = 6671
sprpriority = 99
postype = p1
pos = 20,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 150
Trigger1 = Time%60 = 1
anim = 7054
id = 6671
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
;persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 55
trigger1 = (GameTime%40) = 1
anim = 7053
id = 6671
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 105
trigger1 = (GameTime%26) = 1
anim = 7053
id = 6671
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
;persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 155
Trigger1 = Time%30 = 1
anim = 7053
id = 6671
sprpriority = 99
postype = p1
pos = 0,-40
bindtime = -1
under = 0
ownpal = 1
;persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 55
trigger1 = (GameTime%46) = 1
anim = 7055
id = 6671
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 105
trigger1 = (GameTime%28) = 1
anim = 7055
id = 6671
sprpriority = 99
postype = p1
pos = 10,-15
bindtime = -1
under = 0
ownpal = 1
;persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = anim = 7047
triggerall = time >= 155
Trigger1 = Time%30 = 1
anim = 7055
id = 6671
sprpriority = 99
postype = p1
pos = 0,-40
bindtime = -1
under = 0
ownpal = 1
;persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999






;--------------------廔椆
[State 6671, DestroySelf]
type = changestate
trigger1 = time >= 400
value = 6672

;--------------------枅僼儗乕儉張棟
[State 6671, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6671, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 2.0, 0.3

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

[StateDef 6672]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7051
SprPriority = 0

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

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

;--------------------廔椆
[State 6672, DestroySelf]
type = destroyself
trigger1 = animtime = 0

;--------------------枅僼儗乕儉張棟
[State 6672, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6672, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 2.0, 0.3

[State 6672, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[StateDef 6673]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7047
SprPriority = 0

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

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

[State 6673, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.5, 0.2


[State 6674, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6672, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6673, DestroySelf]
type = changestate
trigger1 = time = 380
value = 6674

[StateDef 6674]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7051
SprPriority = 0

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

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

;--------------------廔椆
[State 6674, DestroySelf]
type = destroyself
trigger1 = animtime = 0

;--------------------枅僼儗乕儉張棟
[State 6674, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6674, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.5, 0.2

[State 6674, Trans]
Type = Trans
Trigger1 = 1
Trans = Add



[StateDef 6675]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7047
SprPriority = 0

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

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

[State 6675, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.0, 0.1


[State 6675, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6675, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6675, changestate]
type = changestate
trigger1 = time = 360
value = 6676

[StateDef 6676]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7051
SprPriority = 0

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

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

;--------------------廔椆
[State 6676, DestroySelf]
type = destroyself
trigger1 = animtime = 0

;--------------------枅僼儗乕儉張棟
[State 6676, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6676, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.0, 0.1

[State 6676, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[StateDef 6699]
Type = A
MoveType = A
Physics = N
Anim = 7073
SprPriority = 10

[State 3022, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 0, 0


[State a]
type = Explod
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -12 + (random%24),-12 + (random%24)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = (GameTime%2) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -11 + (random%22),-11 + (random%22)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 7102
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -10 + (random%20),-10 + (random%20)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 6677, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

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

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

[State 6677, DestroySelf]
type = destroyself
trigger1 = animtime = 0

[State 6677, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6677, HitDef]
Type = projectile;HitDef
trigerall = animelem <= 11
trigger1 = (GameTime%6) = 0
projanim                   = 7063
ProjID                     = 6677
projhitanim                = 7063
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 40
PauseTime = 0, 10
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-4
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
GetPower = 10, 0
;GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4
palfx.time = 40
palfx.add =  205,205,205
palfx.mul = 200,200,200
palfx.sinadd = 60,60,70,70
palfx.invertall = 1


[State 0, Helper]
Type = explod
Trigger1 = time = 0
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
Anim = 7057
ID = 6677
trans = add

[State 0, Helper]
Type = explod
Trigger1 = time = 0
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
Anim = 7058
ID = 6677
trans = add

[State 0, Helper]
Type = explod
Trigger1 = time = 10
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 20, -10
Anim = 7059
ID = 6677
trans = add

[State 0, Helper]
Type = explod
Trigger1 = time = 20
SprPriority = 99
PauseMoveTime = 0
SuperMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = -10, 20
Anim = 7058
ID = 6677
trans = add


[state 6505,1]
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -15
freq = 95
phase = 95

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = S400, 31

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = S400, 32

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = S400, 34



[StateDef 6678]
Type = A
MoveType = A
Physics = N
Anim = 7073
SprPriority = 1

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

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

[State 6678, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6678, DestroySelf]
type = destroyself
trigger1 = animtime = 0

[State 6678, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6678, HitDef]
Type = projectile;HitDef
trigerall = animelem <= 11
trigger1 = (GameTime%6) = 0
projanim                   = 7063
ProjID                     = 6677
projhitanim                = 7063
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 5
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-4
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
GetPower = 10, 0
;GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 2,-10
Air.Velocity = 2,-10
palfx.time = 40
palfx.add =  205,205,205
palfx.mul = 200,200,200
palfx.sinadd = 60,60,70,70
palfx.invertall = 1


[State 0, Helper]
Type = explod
Trigger1 = time = 0
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
Anim = 7058
ID = 6677
trans = add

[State 0, Helper]
Type = explod
Trigger1 = time = 10
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 20, -10
Anim = 7059
ID = 6677
trans = add

[State 0, Helper]
Type = explod
Trigger1 = time = 20
SprPriority = 99
PauseMoveTime = 0
SuperMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = -10, 20
Anim = 7058
ID = 6677
trans = add


[State 1000, PlaySnd]
Type = null;PlaySnd
Trigger1 = AnimElem = 1
Value = S400, 31

[State 1000, PlaySnd]
Type = null;PlaySnd
Trigger1 = AnimElem = 1
Value = S400, 32

[State 1000, PlaySnd]
Type = null;PlaySnd
Trigger1 = AnimElem = 1
Value = S400, 34



[StateDef 6679]
Type = A
MoveType = A
Physics = N
Anim = 7073
SprPriority = 1

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

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

[State 6679, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6679, DestroySelf]
type = destroyself
trigger1 = animtime = 0

[State 6679, Trans]
Type = Trans
Trigger1 = 1
Trans = Add


[State 0, Helper]
Type = explod
Trigger1 = time = 0
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
Anim = 7058
ID = 6677
trans = add

[State 0, Helper]
Type = explod
Trigger1 = time = 10
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 20, -10
Anim = 7059
ID = 6677
trans = add

[State 0, Helper]
Type = explod
Trigger1 = time = 20
SprPriority = 99
PauseMoveTime = 0
SuperMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = -10, 20
Anim = 7058
ID = 6677
trans = add




