[StateDef 7220]
Physics = N

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC
Time     = 1

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

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

[State -1]
Type     = BindToRoot
Trigger1 = 1

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


[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 70 , 70 , 255
PalAdd         = 0 , 0 , 0
PalMul         = .6 , .6 , .63

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 70 , 70 , 255
PalAdd         = 0 , 0 , 0
PalMul         = .5 , .5 , .53

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 4
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 70 , 70 , 255
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .43

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


[StateDef 7222]
Physics = N

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

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

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

[State -1]
Type     = BindToRoot
Trigger1 = 1

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


[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 35 , 35 , 128
PalAdd         = 0 , 0 , 0
PalMul         = .6 , .6 , .63

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 35 , 35 , 128
PalAdd         = 0 , 0 , 0
PalMul         = .5 , .5 , .53

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 4
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 35 , 35 , 128
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .43

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





;	傾乕儅乕娭楢
;--------------------------------------------------


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

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


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

[state -2]
type = nothitby
trigger1 = GetHitVar(Damage)
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

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

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


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

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

[State 450000]
type = DestroySelf
trigger1 = roundstate != 2
trigger2 = root,stateno = 100501
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]楈椡昞帵仌夋柺埫揮
;--------------------------------------------------
;奺Var偵偮偄偰乮St6900撈帺乯
;  Var( 1)	埫揮惂屼丗僼儔僌
;  Var( 2)	埫揮惂屼丗搙崌
;  Var( 3)	楈椡僎乕僕徚柵妋擣
;  Var( 6)	CPU僗儁僇晞柤昞帵丗惂屼
;  Var( 7)	CPU僗儁僇晞柤昞帵丗奼戝棪
;  Var( 8)	晞柤昞帵丗惂屼
;  Var( 9)	晞柤昞帵丗晞柤
;  Var(10)	晞柤昞帵丗帪娫
;
;------------------------------


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

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

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

;仭仭仭仭仭仭仭仭仭仭丂楈椡僎乕僕昞帵

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

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



;仭仭仭仭仭仭仭仭仭仭丂抏僸僢僩壒嵞惗

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

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

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

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

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

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

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

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

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

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

;--------------------抏僸僢僩壒惂屼

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

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

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

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

[State 6900, VarSet];埫揮奐巒僗僀僢僠乮忦審丗挻昁嶦敪摦乯
Type = VarSet
TriggerAll = RoundState < 4
TriggerAll = (Var(1) = 0) || (Var(1) = [3,4])
TriggerAll = Root,MoveType != H
Trigger1 = Root,Var(46)=1;			 CPU晞愰尵
Trigger2 =(Root,StateNo=3020)&&(Root,Time=1);			  晄栭忛儗僢僪
Trigger3 =(Root,StateNo=3030)&&(Root,Time=1);			  僗僇乕儗僢僩僨價儖
Trigger4 =(Root,StateNo=3040)&&(Root,Time=1);			  僨乕儌儞僉儞僌僋儗僀僪儖
Trigger5 =(Root,StateNo=3050)&&(Root,Time=1);			  僪儔僉儏儔僋儗僀僪儖
Trigger6 =(Root,StateNo=3060)&&(Root,Time=1); 僴乕僩僽儗僀僋
Trigger7 =(Root,StateNo=3070)&&(Root,Time=1); 僗僺傾UO儞僌僯儖
Trigger8 =(Root,StateNo=3220)&&(Root,Time=1);			  僨乕儌儞僉儞僌僴儞僩
Trigger9 =(Root,StateNo=3240)&&(Root,Time=1);			  僨乕儌儞僉儞僌儗僀
Trigger10 =(Root,StateNo=199)&&(Root,Time=1);
V = 1
Value = IfElse(Var(1)=0, 1, 2)

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

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

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

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

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

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

V = 1
Value = 4

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

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

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

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

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

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

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

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

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

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

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

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

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

;仭仭仭仭仭仭仭仭仭仭僗儁僇柤昞帵

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僇僢僩僀儞俙乮儊儖僽儔巇條乯
;--------------------------------------------------
;奺Var偵偮偄偰乮St6920撈帺乯
;  Var(1)	柧搙
; FVar(1)	奼戝棪
;
;------------------------------
[StateDef 6920]
Type    = S
Movetype= I
Physics = N
Anim = 6920
SprPriority = -3

;--------------------摟夁愝掕
[State 6920, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6920, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------懍搙愝掕
[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 12.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 16
X = 1.0

[State 6920, VelSet]
Type = Null;VelSet
Trigger1 = Time = 40
X = 3.0

;--------------------柧搙愝掕
[State 6920, VarSet];弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 256

[State 6920, VarAdd];尭彮
Type = VarAdd
Trigger1 = Time >= 40
V = 1
Value = -13

[State 6920, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

;--------------------僒僽愝掕
[State 6920, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 6921
ID = 6921
Pos = 0, 0
PosType = P1
SprPriority = -4
BindTime = -1
OwnPal = 0
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

;--------------------奼戝棪愝掕
[State 6920, VarSet];弶婜壔
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.50

[State 6920, VarAdd];憹壛
Type = VarAdd
Trigger1 = Time >= 40
FV = 1
Value = 0.015

[State 6920, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = FVar(1), FVar(1)

[State 6920, ModifyExplod]
type = ModifyExplod
Trigger1 = NumExplod(6921) = 1
ID = 6921
Scale = FVar(1), FVar(1)

;--------------------徚柵忦審
[State 6920, RemoveExplod];榞徚嫀
Type = RemoveExplod
Trigger1 = Var(1) < 13
ID = 6921

[State 6920, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) < 13

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僇僢僩僀儞俛乮渎柌憐巇條乯
;--------------------------------------------------
;奺Var偵偮偄偰乮St6925撈帺乯
;  Var(1)	柧搙
; FVar(1)	埵抲X
; FVar(2)	埵抲Y
;
;------------------------------
[StateDef 6925]
Type    = S
Movetype= I
Physics = N
Anim = 6925
SprPriority = 9

;--------------------埵抲愝掕
[State 6925, VarSet];X弶婜埵抲庢摼
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = ScreenPos X

[State 6925, VarSet];Y弶婜埵抲庢摼
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = ScreenPos Y

[State 6925, VarAdd];X埵抲堏摦
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = IfElse(Facing=1, 0.75, -0.75)

[State 6925, PosAdd];X埵抲挷惍
Type = PosAdd
Trigger1 = Facing = 1
Trigger1 = ScreenPos X != FVar(1)
X = Floor(FVar(1) - ScreenPos X)

[State 6925, PosAdd];X埵抲挷惍
Type = PosAdd
Trigger1 = Facing = -1
Trigger1 = ScreenPos X != FVar(1)
X = -Floor(FVar(1) - ScreenPos X)

[State 6925, PosAdd];Y埵抲挷惍
Type = PosAdd
Trigger1 = ScreenPos Y != FVar(2)
Y = Floor(FVar(2) - ScreenPos Y)
;--------------------摟夁愝掕
[State 6925, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6925, AssertSpecial]
Type = AssertSpecial
Trigger1 = Time = 0
Flag = Invisible

[State 6925, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------柧搙愝掕
[State 6925, VarSet];弶婜壔
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6925, VarAdd];憹壛
Type = VarAdd
Trigger1 = Time = [1,32]
V = 1
Value = 6

[State 6925, VarAdd];尭彮
Type = VarAdd
Trigger1 = Time > 35
V = 1
Value = -4

[State 6925, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

;--------------------僒僽愝掕
[State 6925, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 6926
ID = 6926
Pos = 0, 0
PosType = P1
SprPriority = 8
BindTime = -1
OwnPal = 0
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

;--------------------奼戝棪愝掕
[State 6925, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.50, 0.50

[State 6925, ModifyExplod]
type = ModifyExplod
Trigger1 = NumExplod(6926) = 1
ID = 6926
Scale = 0.50, 0.50

;--------------------徚柵忦審
[State 6925, RemoveExplod];榞徚嫀
Type = RemoveExplod
Trigger1 = Time > 35
Trigger1 = Var(1) <= 4
ID = 6926

[State 6925, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 35
Trigger1 = Var(1) <= 4

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

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

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


[State 6960, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 0
IgnoreHitPause = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僌儗僀僘張棟丂僸僢僩屻
;--------------------------------------------------
[StateDef 6961]
Type = A
MoveType = I
Physics = N
Anim = 6960

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

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

;--------------------僌儗僀僘岠壥
[State 6961, Explod]
Type = Explod
Trigger1 = Time = 0
Persistent = 0
Anim = 31600
ID = 31000
Pos = 10, -45
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6961, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 26
Channel = 9
IgnoreHitPause = 1

;--------------------枅僼儗乕儉張棟

[State 6961, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 0
IgnoreHitPause = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]傾乕儅乕張棟丂僸僢僩懸偪
;--------------------------------------------------
[StateDef 6965]
Type = A
MoveType = I
Physics = N
Anim = 6965

;--------------------徚柵
[State 6965, DestroySelf]
Type = DestroySelf
Trigger1 = Root,StateNo != [3511,3517];	僟僢僔儏
Trigger1 = Root,StateNo != [3521,3523];	嬻拞僶僢僪儗僨傿僗僋儔儞僽儖
Trigger1 = Root,StateNo != [3525,3527];	抧忋僶僢僪儗僨傿僗僋儔儞僽儖
Trigger1 = Root,StateNo != [3540,3541];	儅僀僴乕僩僽儗僀僋

;--------------------枅僼儗乕儉張棟
[State 6965, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA, AA, AP
StateNo = 6966
Time = 1
ForceAir = 0


[State 6965, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 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]傾乕儅乕張棟丂僸僢僩屻
;--------------------------------------------------
[StateDef 6966]
Type = A
MoveType = I
Physics = N

;--------------------僟儊乕僕拞宲
[State 6966, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = GetHitVar(Damage)/2

[State 6966, VarSet]
Type = VarSet
Trigger1 = Var(1) > 300
V = 1
Value = 300

[State 6966, ParentVarAdd]
Type = ParentVarAdd
Trigger1 = Time = 0
V = 29
Value = Var(1)

;--------------------徚柵
[State 6966, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = Root,StateNo != [3511,3517];	僟僢僔儏
Trigger1 = Root,StateNo != [3521,3523];	嬻拞僶僢僪儗僨傿僗僋儔儞僽儖
Trigger1 = Root,StateNo != [3525,3527];	抧忋僶僢僪儗僨傿僗僋儔儞僽儖
Trigger1 = Root,StateNo != [3540,3541];	儅僀僴乕僩僽儗僀僋

;--------------------栠傞
[State 6966, ChangeState]
Type = ChangeState
Trigger1 = Time > 2
Value = 6965

;--------------------枅僼儗乕儉張棟

[State 6966, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;----------徚柵忦審
[State 30000, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僄僼僃僋僩]僟僢僔儏僄僼僃僋僩 - 惵侾俙
;--------------------------------------------------
;奺Anim偵偮偄偰
;30020		僟僢僔儏僄僼僃僋僩 - 惵侾
;
;------------------------------
[StateDef 30020]
Type = A
MoveType = I
Physics = N
Anim = 30020
SprPriority = 100

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

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

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

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

;----------徚柵忦審
[State 30020, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

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

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

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

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

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

;----------徚柵忦審
[State 30021, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;----------徚柵忦審
[State 30025, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

;----------徚柵忦審
[State 30100, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0

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

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

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

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

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

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

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

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

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

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

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

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

;----------徚柵忦審
[State 30110, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]楈傾僀僥儉
;--------------------------------------------------
[StateDef 30150]
Type = A
MoveType = I
Physics = N
Anim = 30150
SprPriority = 11

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 31300, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 20
Trigger2 = Var(22) <= 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僄僼僃僋僩]僈乕僪僋儔僢僔儏僄僼僃僋僩
;--------------------------------------------------
;奺Anim偵偮偄偰
;31400	僈乕僪僋儔僢僔儏僄僼僃僋僩
;
;奺Var偵偮偄偰乮St31400撈帺乯
; FVar( 1)	奼戝棪
;
;------------------------------
[StateDef 31400]
Type = A
MoveType = I
Physics = N
Anim = 31400
SprPriority = 999

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

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

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

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

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

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

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

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

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

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

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

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

[enemyremilia]



;---------------------------------------------------------------------
[Statedef 333331];kira-1
type    = S
movetype= A
physics = S
velset = 0,0

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State 20]
Type = changeanim
Trigger1 = anim != 10001
value = 10001

[State 1000, 0]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999999999999999999*9999999999999999999*999999999999999
ID = -1
kill = 1
absolute = 1

[state -1]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 1000, 0]
type = null;TargetState
trigger1 = 1
value = 100998

[State reversal]
type = ReversalDef 
trigger1 = 1
reversal.attr = SCA,AA,AT,AP,ST
priority = 7, Hit
pausetime = 0,2
p1stateno = 119999
p2stateno = 100997;1199111(5);100997(挻)

;---------------------------------------------------------------------
[Statedef 333333];kira-2
type    = S
movetype= A
physics = S
velset = 0,0

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20, VelSet]
Type = changeanim
Trigger1 = anim != 10001
value = 10001

[State 1000, 0]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999999999999999999*9999999999999999999*999999999999999
ID = -1
kill = 1
absolute = 1

[state -1]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 1000, 0]
type = TargetState
trigger1 = p2stateno !=100998
value = 100998

[State reversal]
type = ReversalDef 
trigger1 = 1
trigger1 = ishelper
reversal.attr = SCA,AA,AT,AP,ST
priority = 7, Hit
pausetime = 0,2
p1stateno = 119999
p2stateno = 100998;p2 (oth)

;---------------------------------------------------------------------
[Statedef 119999];oth p1
type    = S
movetype= A
physics = N
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -1]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 20, VelSet]
Type = changeanim2
Trigger1 = anim != 10001
value = 10001

[State reversal]
type = ReversalDef 
trigger1 = 1
;trigger1 = enemynear,alive = 1
reversal.attr = SCA,AA,AT,AP,ST
priority = 7, Hit
pausetime = 0,2
p1stateno = 333333
p2stateno = 100997;p2 

[State 1000, 0]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999999999999999999*99999999
ID = -1
kill = 1
absolute = 1

[state power]
type = targetpoweradd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
value = -2147483648
ignorehitpause = 1
pausemovetime = 9990000 
supermovetime = 9990000 

[state 1]
type = varset
trigger1 = enemynear,alive = 0
v = 57
value = 1

[State 1000, 0]
type = Explod
trigger1 = time = 0
trigger1 = var(11) = 1
anim = 31110
ID = 1500
pos = 0,0
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
under = 1
scale = 1.3,1.2

[State change] ;杮懱偠傖側偄or側偤偐僞乕僎僢僩偑柍偄
type = changestate
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger2 = numtarget = 0
value = 333333

[State change] ;杮懱偠傖側偄or側偤偐僞乕僎僢僩偑柍偄
type = changestate
trigger1 = name = "Remilia_Scarlet"
trigger1 = time = 1
value = 0

[State change] ;枙嶦姰椆
type = destroyself
trigger1 = numtarget > 0
trigger1 = target,alive != 1
ignorehitpause = 1

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

;---------------------------------------------------------------------
[Statedef 119998];oth p1
type    = S
movetype= H
physics = N
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -1]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 20, VelSet]
Type = changeanim2
Trigger1 = anim != 10001
value = 10001

[State 1000, 0]
type = TargetState
trigger1 = p2stateno !=100997
value = 100997

[State reversal]
type = ReversalDef 
trigger1 = 1
;trigger1 = enemynear,alive = 1
reversal.attr = SCA,AA,AT,AP,ST
priority = 7, Hit
pausetime = 0,2
p1stateno = 119999
p2stateno = 100997;p2 

[State 1000, 0]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999999999999999999*99999999
ID = -1
kill = 1
absolute = 1

[state power]
type = targetpoweradd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
value = -2147483648
ignorehitpause = 1
pausemovetime = 9990000 
supermovetime = 9990000 

[state 1]
type = varset
trigger1 = enemynear,alive = 0
v = 57
value = 1

[State 1000, 0]
type = Explod
trigger1 = time = 0
trigger1 = var(11) = 1
anim = 31110
ID = 1500
pos = 0,0
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
under = 1
scale = 1.3,1.2

[State change] ;杮懱偠傖側偄or側偤偐僞乕僎僢僩偑柍偄
type = changestate
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger2 = numtarget = 0
value = 333333

[State change] ;杮懱偠傖側偄or側偤偐僞乕僎僢僩偑柍偄
type = changestate
trigger1 = name = "Remilia_Scarlet"
trigger1 = time = 1
value = 0

[State change] ;枙嶦姰椆
type = destroyself
trigger1 = numtarget > 0
trigger1 = target,alive != 1
ignorehitpause = 1

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



;---------------------------------------------------------------------
[Statedef 100998];oth p2
type    = S
movetype= H
physics = S
velset = 0,0

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

[State 0]
type = statetypeset
trigger1 = 1
statetype = S
movetype = H
physics = N

[State 9997, 1]
type = varset
trigger1 = ishelper
var(39) = prevstateno

[State 9997, 1]
type = varset
trigger1 = 1
var(38) = anim

[State 1000, 0]
type = ChangeAnim2
trigger1 = 1
value = 15020
elem = 1

[State 1706]
Type = AssertSpecial
trigger1=1
flag=unguardable

[State 9997, 1];夋柺撪偄偲偗
type = posset
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0

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

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

[State 9997, 1]
type = Lifeadd
triggerall = name !="REMILIA"
trigger1 = 1
value = -99999999999999999
ignorehitpause = 1
Absolute = 1

[State 2752, Off]
Type = AssertSpecial
triggerall = !ishelper
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State a]
type = AssertSpecial
trigger1 = !alive && !ishelper
flag = invisible
ignorehitpause = 1

[State a]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State a]
type = PosSet
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
;trigger1 = root,name !="D.O.G."
;trigger1 = root,name !="UNKNOWN"
trigger1 = root,name !="REMILIA"
trigger1 = 1
projanim = var(38)
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = S,AA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = var(39)
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
;trigger1 = root,name !="D.O.G."
;trigger1 = root,name !="UNKNOWN"
trigger1 = root,name !="REMILIA"
trigger1 = 1
projanim = var(38)
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = S,AA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = var(39)
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
;trigger1 = root,name !="D.O.G."
;trigger1 = root,name !="UNKNOWN"
trigger1 = root,name !="REMILIA"
trigger1 = 1
projanim = var(38)
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = S,AA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = var(39)
ignorehitpause = 1


[State proj]
type = Projectile
triggerall = ishelper
;trigger1 = root,name !="D.O.G."
;trigger1 = root,name !="UNKNOWN"
trigger1 = root,name !="REMILIA"
trigger1 = 1
projanim = var(38)
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,AA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = var(39)
ignorehitpause = 1


[State proj]
type = Projectile
triggerall = ishelper
;trigger1 = root,name !="D.O.G."
;trigger1 = root,name !="UNKNOWN"
trigger1 = root,name !="REMILIA"
trigger1 = 1
projanim = var(38)
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,AA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = var(39)
ignorehitpause = 1

[State a]
type = PosSet
trigger1 = !alive
x = -2999
y = 2500
ignorehitpause = 1

[State change]
type = destroyself
triggerall = ishelper
trigger1 = time >= 100
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = name !="Remilia_Scarlet"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Remilia_Scarlet"
triggerall = !ishelper
trigger1 = Time >= 10000000000
value = 5050
ignorehitpause = 1

[State 1]
type = null;SelfState
triggerall = ishelper
trigger1 = Time > 10000000000
value = 5050
ignorehitpause = 1

[State 1000, 0]
type = SelfState
trigger1 = time >= 30000000000
value = 5050
ctrl = 0

;---------------------------------------------------------------------
[Statedef 100997];懄巰
type    = S
movetype= H
physics = S
velset = 0,0

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

[State 0]
type = statetypeset
trigger1 = 1
statetype = S
movetype = H
physics = N

[State 9997, 1]
type = varset
trigger1 = ishelper
var(39) = prevstateno

[State 9997, 1]
type = varset
trigger1 = ishelper
var(38) = anim

[State 1000, 0]
type = ChangeAnim2
trigger1 = 1
value = 15020
elem = 1

[State 1706]
Type = AssertSpecial
trigger1=1
flag=unguardable

[State 9997, 1];夋柺撪偄偲偗
type = posset
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0

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

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

[State 9997, 1]
type = Lifeadd
triggerall = name !="REMILIA"
trigger1 = 1
value = -99999999999999999
ignorehitpause = 1
Absolute = 1

[State 2752, Off]
Type = AssertSpecial
triggerall = !ishelper
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State a]
type = AssertSpecial
trigger1 = !alive && !ishelper
flag = invisible
ignorehitpause = 1

[State a]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State a]
type = PosSet
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="REMILIA"
trigger1 = 1
projanim = var(38)
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = S,AA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = var(39)
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="REMILIA"
trigger1 = 1
projanim = var(38)
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = S,AA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = var(39)
ignorehitpause = 1

[State a]
type = PosSet
trigger1 = !alive
x = -2999
y = 2500
ignorehitpause = 1

[State change]
type = destroyself
triggerall = ishelper
trigger1 = time >= 10
ignorehitpause = 1

[State 169994]
type = ChangeState
trigger1 = !ishelper
trigger1 = !alive
value = 5050

[State 169994]
type = ChangeState
trigger1 = time = 100
trigger1 = alive
value = 0


[State 1]
type = SelfState
triggerall = !ishelper
trigger1 = !alive
value = 5050
ignorehitpause = 1

[State 1000, 0]
type = SelfState
trigger1 = time >= 30
value = 5050
ctrl = 0

[State 60]
type = changestate
trigger1 = name !="Remilia_Scarlet"
trigger1 = !alive
value = 5150
ignorehitpause = 1

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


[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1

