
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僂僅乕僋俙丂奐巒
;--------------------------------------------------
[StateDef 1000]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1000
SprPriority = 1
facep2 = 1

[State 1000, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 1000, VelSet]
Type = VelSet
Trigger1 = AnimElem = 8
X = 152
Y = 0

[State 1000]
type = explod
Trigger1 = AnimElem = 8
Anim = 7030
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1


[State 1000, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 8
Physics = N

[State 1000, VelSet];尭懍
Type = VelSet
Trigger1 = AnimElem = 9
Trigger2 = MoveGuarded
Persistent = 0
X = 5

[State 1000, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 9
Physics = S

[State 1000, PlayerPush]
Type = PlayerPush
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
Value = 0

;--------------------岠壥壒
[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S206, 18

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = S400, 15


;--------------------峌寕愝掕
[State 1000, HitDef]
Type = projectile
trigger1 = p2BodyDist Y >= -70
;Trigger1 = Var(34)
;Trigger1 = MoveContact
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
;Trigger1 = time >= 0
projanim                   = 32211
ProjID                     = 32211
projhitanim                = 32211
offset                     = 0,0
postype                    = p2
projscale                  = 1,1
projremove                 = 0
projremovetime             = 2
Attr = S, NP
Damage = 10
AnimType = Hard
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 110
Priority = 5, Hit
PauseTime = 2, 2
SparkNo     = s31510
Guard.SparkNo    = s31500
SparkXY = -Random%20, -55-Random%20
HitSound = S400, 11
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -7-(2*Var(35)),-5.5-(1*Var(35))
Guard.Velocity = -7
Air.Velocity = -7-(2*Var(35)),-5.5-(1*Var(35))
envshake.time = 10           ;僸僢僩偟偨帪偵夋柺傪梙傜偡帪娫
envshake.ampl = 10            ;僸僢僩偟偨帪偺夋柺偺怳暆
envshake.freq = 80          ;僸僢僩偟偨帪偵夋柺偑梙傟傞懍搙
palfx.time = 80
palfx.add = 150,-100,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -100000
;--------------------


[State 1000, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1001

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僂僅乕僋俙丂廔椆
;--------------------------------------------------
[StateDef 1001]
Type = S
MoveType = A
Physics = S
Anim = 1001
SprPriority = 1
MoveHitPersist = 1

;--------------------廔椆
[State 1001, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1010,7]
type = ChangeState
trigger1 = Command = "a"
value = 1000

[State 1010,7]
type = ChangeState
trigger1 = Command = "b"
value = 1010

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僂僅乕僋俛丂奐巒
;--------------------------------------------------
[StateDef 1010]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1010
SprPriority = 1
facep2 = 1

[State 1010, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 1010, VelSet]
Type = VelSet
Trigger1 = AnimElem = 8
X = 62
Y = 0



[State 1010]
type = explod
Trigger1 = AnimElem = 8
Anim = 7031
scale = 1.4,1.4
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1


[State 1010, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 8
Physics = N

[State 1010, VelSet];尭懍
Type = VelSet
Trigger1 = AnimElem = 9
Trigger2 = MoveGuarded
Persistent = 0
X = 5

[State 1010, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 9
Physics = S

[State 1010, PlayerPush]
Type = PlayerPush
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
Value = 0

;--------------------岠壥壒
[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S206, 18

[State 1010, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = S400, 15

[State 1010, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
Trigger1 = AnimElem = 6
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30000
StateNo = 30000
Name = " "

;--------------------峌寕愝掕
[State 1010, HitDef]
Type = projectile
trigger1 = p2BodyDist Y >= -120
;Trigger1 = Var(34)
;Trigger1 = MoveContact
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
;Trigger1 = time >= 0
projanim                   = 32211
ProjID                     = 32211
projhitanim                = 32211
offset                     = 0,0
postype                    = p2
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = S, NP
Damage = 5
AnimType = Hard
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 110
Priority = 5, Hit
PauseTime = 2, 2
SparkNo     = s31510
Guard.SparkNo    = s31500
SparkXY = -Random%20, -55-Random%20
HitSound = S400, 11
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -7-(2*Var(35)),-5.5-(1*Var(35))
Guard.Velocity = -7
Air.Velocity = -7-(2*Var(35)),-5.5-(1*Var(35))
envshake.time = 10           ;僸僢僩偟偨帪偵夋柺傪梙傜偡帪娫
envshake.ampl = 10            ;僸僢僩偟偨帪偺夋柺偺怳暆
envshake.freq = 80          ;僸僢僩偟偨帪偵夋柺偑梙傟傞懍搙
palfx.time = 80
palfx.add = 150,-100,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -100000


;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1010, VarSet]
Type = null;VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1010, ChangeState]
Type = null;ChangeState
Trigger1 = Time = 0
Value = 119



[State 1010, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1001

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僂僅乕僋俛丂楢懕
;--------------------------------------------------
[StateDef 1011]
Type = S
MoveType = A
Physics = S
Anim = 1011
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1011, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1011, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僂僅乕僋俛丂廔椆
;--------------------------------------------------
[StateDef 1012]
Type = S
MoveType = A
Physics = S
Anim = 1001
SprPriority = 1
MoveHitPersist = 1

;--------------------廔椆
[State 1012, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僋儗僀僪儖俙丂奐巒
;--------------------------------------------------
[StateDef 1020]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1020
SprPriority = 1

;--------------------懍搙愝掕
[State 1020, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------柍揋壔


;--------------------師傊
[State 1020, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1021

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僋儗僀僪儖俙丂峌寕
;--------------------------------------------------
[StateDef 1021]
Type = A
MoveType = A
Physics = N
Anim = 1021

;--------------------懍搙愝掕
[State 1021, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 7
Y = -6

;--------------------岠壥壒
[State 1021, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 4

[State 1021, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30000
StateNo = 30000
Name = " "

[State 1021, Explod]
Type = Explod
Trigger1 = Time = 0
Persistent = 0
IgnoreHitPause = 0
Anim = 6220
ID = 6220
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 1021, HitDef]
Type = HitDef
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 2, >=0
Attr = A, NA
Damage = 150
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 70
Priority = 5, Hit
PauseTime = 10, 10
SparkXY = 0, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -3-(2*Var(35)),-8-(2*Var(35))
Guard.Velocity = -3
Air.Velocity = -3-(2*Var(35)),-8-(2*Var(35))
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 1021, VarSet];僟儊乕僕曗惓
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.85

[State 1021, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 30, -50
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1021, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 30, -50
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1021, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 30, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1021, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 30, -50
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1021, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1021, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 1021, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -50
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1021, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1021, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1022
[State 1021, 4]
type = CtrlSet
trigger1 = movecontact
value = 1
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僋儗僀僪儖俙丂廔椆
;--------------------------------------------------
[StateDef 1022]
Type = A
MoveType = I
Physics = N
Anim = 1022

;--------------------懍搙愝掕
[State 1022, VelAdd]
Type = VelAdd
Trigger1 = Time > 1
Y = 0.38

;--------------------師傊
[State 1022, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 1023

[State 1022, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僋儗僀僪儖丂拝抧
;--------------------------------------------------
[StateDef 1023]
Type = C
MoveType = A
Physics = C
Anim = 1023
SprPriority = 1

;--------------------懍搙愝掕
[State 1023, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 1023, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------廔椆
[State 1023, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1023, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僋儗僀僪儖俛丂奐巒
;--------------------------------------------------
[StateDef 1030]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1020
SprPriority = 1

;--------------------懍搙愝掕
[State 1030, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------柍揋壔


;--------------------師傊
[State 1030, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1031

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僋儗僀僪儖俛丂峌寕
;--------------------------------------------------
[StateDef 1031]
Type = A
MoveType = A
Physics = N
Anim = 1031

;--------------------懍搙愝掕
[State 1031, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 6
Y = -4

;--------------------岠壥壒
[State 1031, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 4

[State 1031, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30000
StateNo = 30000
Name = " "

[State 1031, Explod]
Type = Explod
Trigger1 = Time = 0
Persistent = 0
IgnoreHitPause = 0
Anim = 6230
ID = 6230
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 1031, HitDef]
Type = projectile
;Trigger1 = Var(34)
trigger1 = (GameTime%3) = 0
;Persistent = 0
projanim                   = 30511
ProjID                     = 30511
projhitanim                = 30511
offset                     = 0,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, NP
Damage = 12
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 80
Priority = 20, Hit
PauseTime = 3, 3
SparkNo     = s31600
Guard.SparkNo    = s31500
SparkXY = -Random%20, -55-Random%20
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = -3,-4
Guard.Velocity = -5
Air.Velocity = -3,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000

[State 3523, Helper]
Type = Helper
Trigger1 = NumHelper(6678) < 12
Trigger1 = Time%8 = 2
OwnPal = 1
PosType = P1
Pos = 10, -40
ID = 6678
StateNo = 6678
Name = "baku"

[State 3523]
Type = playsnd
Trigger1 = Time%8 = 2
Value = S500, 0

;--------------------師傊
[State 1031, ChangeState]
Type = ChangeState
;Trigger1 = AnimTime = 0
Trigger1 = Time = 30
Value = 1032
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僋儗僀僪儖俛丂廔椆
;--------------------------------------------------
[StateDef 1032]
Type = A
MoveType = I
Physics = N
Anim = 1022
Ctrl = 1

;--------------------懍搙愝掕帒椏
;Time4-5	5.5 3.5
;Time6-7	5.0 2.5
;Time8-9	5.0 2.0
;Time10-11	4.5 2.0
;Time12-13	4.0 1.5
;Time14-15	4.0 1.0

;忋偑偭偨嫍棧	80
;棊偪傞傑偱	46F

;--------------------懍搙愝掕
[State 1032, VelMul]
Type = null;VelMul
Trigger1 = Time > 3
Trigger1 = Vel X > 1.5
X = 0.97

[State 3523, Helper]
Type = Helper
Trigger1 = NumHelper(6678) < 12
Trigger1 = Time%18 = 2
OwnPal = 1
PosType = P1
Pos = 10, -60
ID = 6678
StateNo = 6678
Name = "baku"

[State 3523]
Type = playsnd
Trigger1 = Time%25 = 2
Value = S500, 0

[State 1032, VelAdd]
Type = VelAdd
Trigger1 = Time > 3
Y = 0.3

;--------------------師傊
[State 1032, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 52



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕俙丂奐巒
;--------------------------------------------------
[StateDef 1040]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 40
SprPriority = 1

[State 1040]
type = NotHitBy
trigger1 = time >= 0
value = SCA


;--------------------彅悢抣弶婜壔
[State 1040, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 1

[State 1040, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 21
Value = 0

;--------------------懍搙愝掕
[State 1040, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------師傊
[State 1040, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 1043

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕俛丂奐巒
;--------------------------------------------------
[StateDef 1041]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 40
SprPriority = 1

[State 1041]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------彅悢抣弶婜壔
[State 1041, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 2

[State 1041, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 21
Value = 0

;--------------------懍搙愝掕
[State 1041, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------師傊
[State 1041, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 1043

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕俠丂奐巒
;--------------------------------------------------
[StateDef 1042]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 40
SprPriority = 1

[State 1042]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------彅悢抣弶婜壔
[State 1042, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 3

[State 1042, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 21
Value = 0

;--------------------懍搙愝掕
[State 1042, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------師傊
[State 1042, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 1043

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕丂僕儍儞僾弨旛
;--------------------------------------------------
[StateDef 1043]
Type = U
MoveType = U
Physics = U

[State 1043]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1043, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1043, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕丂僕儍儞僾
;--------------------------------------------------
[StateDef 1044]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1040
SprPriority = 1

[State 1044]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1044, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1044, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕丂暻偵捦傑傝
;--------------------------------------------------
[StateDef 1045]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1041
SprPriority = 1

[State 1045]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1045, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1045, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕丂峌寕
;--------------------------------------------------
[StateDef 1046]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1042
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1046, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1046, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕丂挼偹曉傝
;--------------------------------------------------
[StateDef 1048]
Type = A
MoveType = I
Physics = A
Ctrl = 0
Anim = 43
SprPriority = 0

;--------------------懍搙愝掕
[State 1048, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = -2.5
Y = -7

[State 1048, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪傾儘乕丂拝抧
;--------------------------------------------------
[StateDef 1049]
Type = C
MoveType = I
Physics = C
Ctrl = 0
Anim = 1043
SprPriority = 0
MoveHitPersist = 1

;--------------------懍搙愝掕
[State 1049, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.2

[State 1049, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 1049, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------廔椆
[State 1049, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1049, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僒乕償傽儞僩僼儔僀儎乕
;--------------------------------------------------
[StateDef 1060]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1060
SprPriority = 1

;--------------------懍搙愝掕
[State 1060, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;僉儍儞僙儖壜擻
Trigger1 = Time = 35;20

;--------------------楈椡惂屼
[State 1060, VarAdd];楈椡徚旓
Type = VarAdd
TriggerAll = PalNo != [11,12]
TriggerAll = Var(41) = 0
Trigger1 = Time = 20
Trigger2 = Time = 35
V = 40
Value = 0

[State 1060, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
TriggerAll = Var(41) = 0
Trigger1 = Time = 20
Trigger2 = Time = 35
V = 42
Value = 60

;--------------------杺曽恮弌尰
[State 1060, Helper]
Type = Helper
Trigger1 = Time = 19
StateNo = 6260
ID = 6260
Pos = 0, 0
PosType = P1
SprPriority = 10
OwnPal = 1
Name = "ServantFlyer"

;--------------------抏弌尰
[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6261
ID = 6261
Pos = 42, -59
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6261
ID = 6261
Pos = 42, -48
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6261
ID = 6261
Pos = 21, -63
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6261
ID = 6261
Pos = 21, -44
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6262
ID = 6261
Pos = 52, -31
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6262
ID = 6261
Pos = 52, -79
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6262
ID = 6261
Pos = -8, -27
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

[State 1060, Helper]
Type = Helper
Trigger1 = Time = 20
StateNo = 6262
ID = 6261
Pos = -8, -83
PosType = P1
OwnPal = 1
Name = "ServantFlyer"

;--------------------廔椆
[State 1060, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1060, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俙丂堦寕栚
;--------------------------------------------------
[StateDef 1100]
Type = C
MoveType = A
Physics = C
Ctrl = 0
Anim = 1100
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1100, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1100, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俙丂堦寕栚廔椆
;--------------------------------------------------
[StateDef 1101]
Type = C
MoveType = I
Physics = C
Ctrl = 0
SprPriority = 1

;--------------------師傊
[State 1101, ChangeState]
Type = ChangeState
TriggerAll = AnimElem = 5, >=0
TriggerAll = AnimElem = 5, <=15
Trigger1 = Command = "236B"
Trigger2 = Var(20) = 1
Trigger3 = Var(49) = 1
Trigger3 = AnimElem = 5, =2
Trigger4 = AnimElem = 5, =15
Value = 1102

[State 1101, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俙丂擇寕栚
;--------------------------------------------------
[StateDef 1102]
Type = S
MoveType = A
Physics = S
Anim = 1101
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1102, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1102, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俙丂擇寕栚廔椆
;--------------------------------------------------
[StateDef 1103]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1

;--------------------師傊
[State 1103, ChangeState]
Type = ChangeState
TriggerAll = AnimElem = 5, >=0
TriggerAll = AnimElem = 5, <=15
Trigger1 = Command = "236B"
Trigger2 = Var(20) = 1
Trigger3 = Var(49) = 1
Trigger3 = AnimElem = 5, =2
Trigger4 = AnimElem = 5, =15
Value = 1104

[State 1103, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1103, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俙丂嶰寕栚
;--------------------------------------------------
[StateDef 1104]
Type = C
MoveType = A
Physics = C
Ctrl = 0
Anim = 1102
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1104, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1104, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俙丂嶰寕栚廔椆
;--------------------------------------------------
[StateDef 1105]
Type = C
MoveType = I
Physics = C
Ctrl = 0
SprPriority = 1

;--------------------師傊
[State 1105, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1105, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俛丂堦寕栚
;--------------------------------------------------
[StateDef 1110]
Type = C
MoveType = A
Physics = C
Ctrl = 0
Anim = 1110
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1110, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1110, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俛丂堦寕栚廔椆
;--------------------------------------------------
[StateDef 1111]
Type = C
MoveType = I
Physics = C
Ctrl = 0
SprPriority = 1

;--------------------師傊
[State 1111, ChangeState]
Type = ChangeState
TriggerAll = AnimElem = 5, >=0
TriggerAll = AnimElem = 5, <=15
Trigger1 = Command = "236B"
Trigger2 = Var(20) = 1
Trigger3 = Var(49) = 1
Trigger3 = AnimElem = 5, =2
Trigger4 = AnimElem = 5, =15
Value = 1112

[State 1111, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俛丂擇寕栚
;--------------------------------------------------
[StateDef 1112]
Type = S
MoveType = A
Physics = S
Anim = 1111
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1112, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1112, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俛丂擇寕栚廔椆
;--------------------------------------------------
[StateDef 1113]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1

[State 1113, ChangeState]
Type = ChangeState
TriggerAll = AnimElem = 5, >=0
TriggerAll = AnimElem = 5, <=15
Trigger1 = Command = "236B"
Trigger2 = Var(20) = 1
Trigger3 = Var(49) = 1
Trigger3 = AnimElem = 5, =2
Trigger4 = AnimElem = 5, =15
Value = 1114

[State 1113, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1113, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俛丂嶰寕栚
;--------------------------------------------------
[StateDef 1114]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1112
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1114, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1114, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僗僥僢僾俛丂嶰寕栚廔椆
;--------------------------------------------------
[StateDef 1115]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1

;--------------------師傊
[State 1115, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1115, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儗僾儕僇儞僩僒乕償傽儞僩俙
;--------------------------------------------------
[StateDef 1120]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1120
VelSet = 0, 0
SprPriority = 1

;--------------------岠壥壒
[State 1120, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2, =5
Value = S300, 10

;--------------------柖僄僼僃僋僩偺昞帵
[State 1120, Explod]
Type = Explod
Trigger1 = AnimElem = 2
Persistent = 0
Anim = 6320
ID = 6320
Pos = 65, 10
PosType = P1
SuperMove = 0
Scale = 0.5, 0.8
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

[State 1120, Explod]
Type = Explod
Trigger1 = AnimElem = 2
Persistent = 0
Anim = 6320
ID = 6320
Pos = 55, -90
PosType = P1
Facing = -1
VFacing = -1
SuperMove = 0
Scale = 0.6, 0.8
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

[State 1120, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Persistent = 0
Anim = 6321
ID = 6321
Pos = 65, 10
PosType = P1
SuperMove = 0
Scale = 0.5, 0.8
SprPriority = 10
OwnPal = 1

[State 1120, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Persistent = 0
Anim = 6321
ID = 6321
Pos = 55, -90
PosType = P1
Facing = -1
VFacing = -1
SuperMove = 0
Scale = 0.6, 0.8
SprPriority = 10
OwnPal = 1

;--------------------僿儖僷乕偺昞帵
[State 1120, Helper]
Type = Helper
Trigger1 = AnimElem = 5
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 60, 0
ID = 6330
StateNo = 6325
Name = "RS-Sakuya"

;--------------------廔椆
[State 1120, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1120, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儗僾儕僇儞僩僒乕償傽儞僩俛
;--------------------------------------------------
[StateDef 1121]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1120
VelSet = 0, 0
SprPriority = 1

;--------------------岠壥壒
[State 1121, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2, =5
Value = S300, 10

;--------------------柖僄僼僃僋僩偺昞帵
[State 1121, Explod]
Type = Explod
Trigger1 = AnimElem = 2
Persistent = 0
Anim = 6320
ID = 6320
Pos = 65, 10
PosType = P1
SuperMove = 0
Scale = 0.5, 0.8
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

[State 1121, Explod]
Type = Explod
Trigger1 = AnimElem = 2
Persistent = 0
Anim = 6320
ID = 6320
Pos = 55, -90
PosType = P1
Facing = -1
VFacing = -1
SuperMove = 0
Scale = 0.6, 0.8
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

[State 1121, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Persistent = 0
Anim = 6321
ID = 6321
Pos = 65, 10
PosType = P1
SuperMove = 0
Scale = 0.5, 0.8
SprPriority = 10
OwnPal = 1

[State 1121, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Persistent = 0
Anim = 6321
ID = 6321
Pos = 55, -90
PosType = P1
Facing = -1
VFacing = -1
SuperMove = 0
Scale = 0.6, 0.8
SprPriority = 10
OwnPal = 1

;--------------------僿儖僷乕偺昞帵
[State 1121, Helper]
Type = Helper
Trigger1 = AnimElem = 5
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 60, 0
ID = 6330
StateNo = 6330
Name = "RS-Meirin"

;--------------------廔椆
[State 1121, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1121, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儗僾儕僇儞僩僒乕償傽儞僩俠
;--------------------------------------------------
[StateDef 1122]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1120
VelSet = 0, 0
SprPriority = 1

;--------------------岠壥壒
[State 1122, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2, =5
Value = S300, 10

;--------------------柖僄僼僃僋僩偺昞帵
[State 1122, Explod]
Type = Explod
Trigger1 = AnimElem = 2
Persistent = 0
Anim = 6320
ID = 6320
Pos = 65, 10
PosType = P1
SuperMove = 0
Scale = 0.5, 0.8
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

[State 1122, Explod]
Type = Explod
Trigger1 = AnimElem = 2
Persistent = 0
Anim = 6320
ID = 6320
Pos = 55, -90
PosType = P1
Facing = -1
VFacing = -1
SuperMove = 0
Scale = 0.6, 0.8
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

[State 1122, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Persistent = 0
Anim = 6321
ID = 6321
Pos = 65, 10
PosType = P1
SuperMove = 0
Scale = 0.5, 0.8
SprPriority = 10
OwnPal = 1

[State 1122, Explod]
Type = Explod
Trigger1 = AnimElem = 5
Persistent = 0
Anim = 6321
ID = 6321
Pos = 55, -90
PosType = P1
Facing = -1
VFacing = -1
SuperMove = 0
Scale = 0.6, 0.8
SprPriority = 10
OwnPal = 1

;--------------------僿儖僷乕偺昞帵
[State 1122, Helper]
Type = Helper
Trigger1 = AnimElem = 5
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 60, 0
ID = 6330
StateNo = 6335
Name = "RS-Patchouli"

;--------------------廔椆
[State 1122, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 1122, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩抧忋俙丂奐巒
;--------------------------------------------------
[StateDef 1140]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1140
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1140, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1140, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩抧忋俙丂峌寕
;--------------------------------------------------
[StateDef 1141]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1141
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1141, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1141, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩抧忋俙丂廔椆
;--------------------------------------------------
[StateDef 1142]
Type = A
MoveType = I
Physics = N
Ctrl = 0
SprPriority = 0
MoveHitPersist = 1

[State 1142, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 1022
Elem = 2

;--------------------偡傝敳偗張棟
[State 1142, PlayerPush]
Type = PlayerPush
Trigger1 = 1;MoveHit
Value = 0

;--------------------懍搙愝掕
[State 1142, VelMul]
Type = VelMul
Trigger1 = Vel X > 1
X = 0.90

[State 1142, VelMul]
Type = VelMul
Trigger1 = Time = 0
Y = 0.4

[State 1142, VelAdd]
Type = VelAdd
Trigger1 = Time > 8
Y = 0.3

;--------------------師傊
[State 1142, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 1023

[State 1142, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩抧忋俛丂奐巒
;--------------------------------------------------
[StateDef 1145]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1140
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1145, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1145, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩抧忋俛丂峌寕
;--------------------------------------------------
[StateDef 1146]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1141
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1146, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1146, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

[State 1146, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩嬻拞俙丂奐巒
;--------------------------------------------------
[StateDef 1150]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1150
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1150, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1150, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩嬻拞俙丂峌寕
;--------------------------------------------------
[StateDef 1151]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1151
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1151, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1151, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

[State 1151, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩嬻拞俛丂奐巒
;--------------------------------------------------
[StateDef 1155]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1150
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1155, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1155, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪僶儗僢僩嬻拞俛丂峌寕
;--------------------------------------------------
[StateDef 1156]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 1151
SprPriority = 1

;--------------------
;僌儗僀僘媄懡廳僗僥乕僩傊堏峴
[State 1156, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = StateNo

[State 1156, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 119

[State 1156, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞儘乕僪儗僀
;--------------------------------------------------
[StateDef 1160]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1160
VelSet = 0, 0
SprPriority = 1

;--------------------楈椡惂屼
[State 1160, VarAdd];楈椡徚旓
Type = VarAdd
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 6
V = 40
Value = 0

[State 1160, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 6
V = 42
Value = 60

;--------------------岠壥壒
[State 1160, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S207, 2

;--------------------抏弌尰
[State 1160, Helper]
Type = Helper
Trigger1 = AnimElem = 6
SprPriority = 10
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 25,-50
ID = 6364
StateNo = 6364
Name = "DemonLordRay"

;--------------------廔椆
[State 1160, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 1161]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1161
VelSet = 0, 0
SprPriority = 1

[State 1161, Helper]
Type = Helper
Trigger1 = time = 0
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = -25, -75
ID = 1162
StateNo = 1162
Name = "mahoujinn"

;--------------------岠壥壒
[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 10
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 12
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 14
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 16
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 18
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 20
Value = S400, 80

[State 1161, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 22
Value = S400, 80

;--------------------抏弌尰
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 6
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 25,-50
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 8
SprPriority = 0
scale = 1,0.9
PauseMoveTime = 0
Persistent = 1
OwnPal = 1
PosType = P1
Pos = 29,-130
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 10
SprPriority = 1
scale = 1,0.8
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 28,-80
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 12
scale = 1,0.7
SprPriority = 1
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 20,-105
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 14
SprPriority = 1
scale = 1,0.8
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 35,-75
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 16
SprPriority = 1
scale = 1,0.9
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 20,-40
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 18
SprPriority = 0
scale = 1,0.9
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 23,-25
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 20
SprPriority = 0
scale = 1,0.8
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 25,-50
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161, Explod]
Type = Explod
Trigger1 = AnimElem = 22
SprPriority = 0
scale = 1,0.7
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 27,-65
bindtime = 1
ownpal = 1
ID = 7009
anim = 7009
trans = add
[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 6
Attr                       = A, HP
projanim                   = 7010
ProjID                     = 7010
projhitanim                = 7010
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 8
Attr                       = A, HP
projanim                   = 7011
ProjID                     = 7011
projhitanim                = 7011
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 10
Attr                       = A, HP
projanim                   = 7012
ProjID                     = 7012
projhitanim                = 7012
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 12
Attr                       = A, HP
projanim                   = 7013
ProjID                     = 7013
projhitanim                = 7013
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 14
Attr                       = A, HP
projanim                   = 7014
ProjID                     = 7014
projhitanim                = 7014
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 16
Attr                       = A, HP
projanim                   = 7015
ProjID                     = 7015
projhitanim                = 7015
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 18
Attr                       = A, HP
projanim                   = 7016
ProjID                     = 7016
projhitanim                = 7016
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 20
Attr                       = A, HP
projanim                   = 7017
ProjID                     = 7017
projhitanim                = 7017
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1161,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 22
Attr                       = A, HP
projanim                   = 7018
ProjID                     = 7018
projhitanim                = 7018
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 340
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 20
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

;--------------------廔椆
[State 1161, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 1162]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 41003
SprPriority = 10

;--------------------柧搙愝掕
[State 1162, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 1162, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 1162, VarSet]
Type = VarSet
Trigger1 = Parent,StateNo != 6327
Persistent = 0
V = 2
Value = 1

[State 1162, VarAdd]
Type = VarAdd
Trigger1 = Var(2) = 0
V = 1
Value = -12

;--------------------廔椆
[State 1162, DestroySelf]
Type = DestroySelf
trigger1 = root,stateno!=1161

;--------------------枅僼儗乕儉張棟
[State 1162, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 1162, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.3, 1.2


[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 45,-55
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1162, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 1162, PalFX]
Type = PalFX
Trigger1 = Var(2) = 1
Trigger1 = Var(1) >= 0
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(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]僨乕儌儞儘乕僪傾儘乕僄僼僃僋僩
;--------------------------------------------------
;奺Var偵偮偄偰乮St6240撈帺乯
; FVar( 1)	杮懱撍寕妏搙 
;
;------------------------------
[StateDef 6240]
Type = A
MoveType = I
Physics = N
Anim = 6240
SprPriority = 10

;--------------------彅悢抣弶婜壔
[State 6240, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = -(Root,FVar(15)-14)

[State 6240, DestroySelf]
Type = DestroySelf
Trigger1 = Root,StateNo != [1046, 1047]
Trigger1 = (Root,StateNo != 119) && (Var(12)!=[1046,1047])

;--------------------枅僼儗乕儉張棟
[State 6240, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 99999
Facing = 1
Pos = 0, 0

[State 6240, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = FVar(1)

[State 6240, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6240, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僒乕償傽儞僩僼儔僀儎乕丂杺曽恮
;--------------------------------------------------
[StateDef 6260]
Type = S
MoveType = I
Physics = N
Anim = 6900
SprPriority = 0

;楈椡徚旓
Trigger1 = Time = 1
Trigger2 = Time = 16

;--------------------岠壥壒
[State 6260, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Trigger2 = Time = 16
Value = S206, 0
Channel = 1

;--------------------楈椡惂屼
[State 6260, ParentVarAdd];楈椡徚旓
Type = ParentVarAdd
TriggerAll = PalNo != [11,12]
TriggerAll = Parent,Var(41) = 0
Trigger1 = Time = 1
Trigger2 = Time = 16
V = 40
Value = 0

[State 6260, ParentVarSet];楈椡夞暅掆巭帪娫
Type = ParentVarSet
TriggerAll = Parent,Var(41) = 0
Trigger1 = Time = 1
Trigger2 = Time = 16
V = 42
Value = 60

;--------------------杺曽恮弌尰
[State 6260, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 6260
ID = 6260
Pos = 41, -61
PosType = P1
Vel = 1.35*0.5, 3.7*0.5
Scale = 0.5, 1.0
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1

[State 6260, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 6260
ID = 6260
Pos = 41, -49
PosType = P1
Vel = 1.35*0.5, -3.7*0.5
Scale = 0.5, 1.0
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1

[State 6260, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 6260
ID = 6260
Pos = 22, -65
PosType = P1
Vel = -1.70*0.5, 4.7*0.5
Scale = 0.5, 1.0
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1

[State 6260, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 6260
ID = 6260
Pos = 22, -45
PosType = P1
Vel = -1.70*0.5, -4.7*0.5
Scale = 0.5, 1.0
SprPriority = 2
OnTop = 0
OwnPal = 1
RemoveOnGetHit = 1

;--------------------徚柵
[State 6260, RemoveExplod]
Type = RemoveExplod
Trigger1 = NumExplod(6260) > 0
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
ID = 6260

[State 6260, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = Time > 40
Trigger2 = NumExplod(6260) = 0
Trigger3 = Root,MoveType = H && Root,StateNo != [120,159]

;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]僒乕償傽儞僩僼儔僀儎乕丂抏侾丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6261乣6269嫟捠乯
;  Var( 1)	柧搙
;
;------------------------------
[StateDef 6261]
Type = A
MoveType = A
Physics = N
Anim = 6020
SprPriority = 10

;--------------------懍搙愝掕
[State 6261, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 6261, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = 16

;--------------------師傊
[State 6261, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
Value = 6265

;--------------------枅僼儗乕儉張棟
[State 6261, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6261, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;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]僒乕償傽儞僩僼儔僀儎乕丂抏俀丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6261乣6269嫟捠乯
;  Var( 1)	柧搙
;
;------------------------------
[StateDef 6262]
Type = A
MoveType = A
Physics = N
Anim = 6020
SprPriority = 10

;--------------------懍搙愝掕
[State 6262, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 6262, VelSet]
Type = VelSet
Trigger1 = Time > 15
X = 16

;--------------------師傊
[State 6262, ChangeState]
Type = ChangeState
Trigger1 = Time > 15
Value = 6265

;--------------------枅僼儗乕儉張棟
[State 6262, AssertSpecial]
Type = AssertSpecial
Trigger1 = Time = 15
Flag = NoShadow

[State 6262, AssertSpecial]
Type = AssertSpecial
Trigger1 = Time < 15
Flag = Invisible

[State 6262, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;--------------------徚柵
[State 6262, DestroySelf]
Type = DestroySelf
Trigger1 = Time < 15
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]

;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]僒乕償傽儞僩僼儔僀儎乕丂抏丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6261乣6269嫟捠乯
;  Var( 1)	柧搙
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6265]
Type = A
MoveType = A
Physics = N

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6265, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------僌儗僀僘桳岠忦審
[State 6265, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = (EnemyNear,StateNo) = [100,119]
Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = I

;--------------------僌儗僀僘柍岠忦審
[State 6265, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = !((EnemyNear,StateNo) = [100,119])
Trigger1 = !(((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = A

;--------------------憡嶦張棟
[State 6265, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6265, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6269
IgnoreHitPause = 1

;========== 僌儗僀僘帪偺張棟 ==========

;--------------------僌儗僀僘張棟忦審
[State 6265, ParentVarSet];僌儗僀僘壒
Type = ParentVarSet
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 35+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
V = 19
Value = 1

[State 6265, Explod];僌儗僀僘僄僼僃僋僩
Type = Explod
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 35+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Persistent = 0
Anim = 31600
ID = 31000
Pos = 30, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6265, ChangeState]
Type = ChangeState
Trigger1 = MoveType = I
Trigger1 = NumEnemy > 0
Trigger1 = P2Dist X = [-5-(EnemyNear,Const(Size.Ground.Front)), 35+(EnemyNear,Const(Size.Ground.Back))]
Trigger1 = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Value = 6266

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 6265, HitDef]
Type = HitDef
Trigger1 = MoveType = A
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = A, NP
AnimType  = Midium
Air.AnimType = Back
Damage = Ceil(15*Parent,FVar(10)*Parent,FVar(11)), 2
GuardFlag = MA
Guard.Dist = 70
;Priority = 2, Hit
SprPriority = 10
PauseTime = 0, 4
Guard.PauseTime = 0, 9
SparkXY = 0, 0
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 18
Ground.Velocity = -3, 0
Guard.Velocity = -6
Air.Velocity = -3,-3.5
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(24*Parent,FVar(10))
HitOnce = 1
Guard.Kill = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
GetPower = 20, 0
GivePower = 0, 0

;--------------------僸僢僩屻張棟
[State 6265, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.92

[State 6265, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31010
ID = 31000
Pos = 30, 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6265, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 30, 0
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6265, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 2

[State 6265, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------峌寕姰椆忦審
[State 6265, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 6269

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6265, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
Value = 30150

;--------------------枅僼儗乕儉張棟
[State 6265, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6265, SprPriority]
Type = SprPriority
Trigger1 = 1
IgnoreHitPause = 1
Value = 10

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僒乕償傽儞僩僼儔僀儎乕丂抏丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6261乣6269嫟捠乯
;  Var( 1)	柧搙
;
;------------------------------
[StateDef 6266]
Type = A
MoveType = I
Physics = N

;--------------------暅婣
[State 6266, ChangeState]
Type = ChangeState
Trigger1 = Time > 1
Value = 6265

;--------------------徚柵忦審
[State 6266, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = !(ScreenPos Y = [-100,340])
Value = 30150

;--------------------憡嶦張棟
[State 6266, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6266, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 6269
IgnoreHitPause = 1

;--------------------枅僼儗乕儉張棟
[State 6266, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僒乕償傽儞僩僼儔僀儎乕丂抏丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6261乣6269嫟捠乯
;  Var( 1)	柧搙
;
;------------------------------
[StateDef 6269]
Type = A
MoveType = I
Physics = N

;--------------------徚柵忦審
[State 6269, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = !(ScreenPos X = [-100,420])
Trigger2 = !(ScreenPos Y = [-100,340])
Trigger3 = Var(1) <= 0

;--------------------柧搙愝掕
[State 6269, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 256

[State 6269, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 1
Value = -26

[State 6269, VarSet]
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

[State 6269, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

;--------------------枅僼儗乕儉張棟
[State 6269, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6269, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 10

[State 6269, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;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]儗僾儕僇儞僩僒乕償傽儞僩丂嶇栭丂摦嶌侾
;--------------------------------------------------
[StateDef 6325]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 6325
SprPriority = 1

[State 6325, VelSet]
Type = VelSet
Trigger1 = AnimElem = 15
X = 4
Y = -6

[State 6325, VelAdd]
Type = VelAdd
Trigger1 = AnimElem = 15, >0
Y = 0.22

;--------------------僫僀僼僿儖僷乕
[State 6325, Helper]
Type = Helper
Trigger1 = AnimElem = 15
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -55
ID = 6327
StateNo = 6327
Name = "RS-Knife"

[State 6325, Helper]
Type = Helper
Trigger1 = AnimElem = 15
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
Facing = -1
OwnPal = 1
PosType = P1
Pos = 0, -55
ID = 6327
StateNo = 6328
Name = "RS-Knife"

;--------------------岠壥壒
[State 6325, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 14
Value = S202, 3

;--------------------峌寕愝掕
[State 6325, HitDef]
Type = HitDef
Trigger1 = Parent,Var(34)
Attr = A, NP
HitFlag = MAF
GuardFlag = M
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage = Ceil(20*Parent,FVar(10)), 2
PauseTime = 4,4
SparkXY = 50, -40
Ground.Type = High
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 90
Ground.Velocity = -4-(2*Var(35)),-5-(2*Var(35))
Air.Velocity = -4-(2*Var(35)),-5-(2*Var(35))
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 24+72*Var(35)
Guard.Kill = 0
GetPower = 0, 40
GivePower = 0, 20

;--------------------僸僢僩屻張棟
[State 6325, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.965

[State 6325, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Anim = 31060
ID = 31000
Pos = 30, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6325, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Anim = 31110
ID = 31000
Pos = 30, -50
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6325, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Anim = 31500
ID = 31000
Pos = 30, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6325, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Anim = 31510
ID = 31000
Pos = 30, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6325, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveHit
IgnoreHitPause = 1
V = 17
Value = 7

[State 6325, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveGuarded
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 6325, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 6325, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 6325, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -50
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 6325, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------僸僢僩敾掕儕僙僢僩
[State 6325, MoveHitReset]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

;--------------------師傊
[State 6325, ChangeState]
Type = ChangeState
Trigger1 = Time > 78
Value = 6326

;--------------------枅僼儗乕儉張棟
[State 6325, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6325, NotHitBy]
Type = NotHitBy
Trigger1 = 1
IgnoreHitPause = 1
Value = SCA

[State 6325, PlayerPush]
Type = PlayerPush
Trigger1 = 1
IgnoreHitPause = 1
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儗僾儕僇儞僩僒乕償傽儞僩丂嶇栭丂摦嶌俀
;--------------------------------------------------
[StateDef 6326]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 6326
SprPriority = 1

[State 6326, VelAdd]
Type = VelAdd
Trigger1 = Time > 0
Y = 0.22

;--------------------廔椆
[State 6326, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

;--------------------枅僼儗乕儉張棟
[State 6326, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6326, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 6326, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儗僾儕僇儞僩僒乕償傽儞僩丂僫僀僼侾
;--------------------------------------------------
[StateDef 6327]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 41000
SprPriority = -5


;--------------------廔椆
[State 6327, DestroySelf]
Type = DestroySelf
trigger1 = root,stateno!=0

;--------------------枅僼儗乕儉張棟
[State 6327, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6327, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.9, 0.17

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

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

[State 6327, Trans]
Type = Trans
Trigger1 = 1
Trans = Add


;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]儗僾儕僇儞僩僒乕償傽儞僩丂僫僀僼俀
;--------------------------------------------------
[StateDef 6328]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 41000
SprPriority = 4

;--------------------柧搙愝掕
[State 6328, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 6328, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6328, VarSet]
Type = VarSet
Trigger1 = Parent,StateNo != 0
Persistent = 0
V = 2
Value = 1

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

[State 6328, VarAdd]
Type = VarAdd
Trigger1 = Var(2) = 1
V = 1
Value = -12

;--------------------廔椆
;[State 6328, DestroySelf]
Type = DestroySelf
Trigger1 = root,stateno!=0

;--------------------枅僼儗乕儉張棟
[State 6328, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 6328, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1, 0.2

[State 6328, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6328, PalFX]
Type = PalFX
Trigger1 = Var(2) = 1
Trigger1 = Var(1) >= 0
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(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]儗僾儕僇儞僩僒乕償傽儞僩丂旤楅丂摦嶌侾
;--------------------------------------------------
[StateDef 6330]
Type = C
MoveType = A
Physics = N
Ctrl = 0
Anim = 6330
SprPriority = 1

[State 6330, VelSet]
Type = VelSet
Trigger1 = AnimElem = 9
X = 8

[State 6330, VelSet]
Type = VelSet
Trigger1 = AnimElem = 12
X = 0

[State 6330, VelMul]
Type = VelMul
Trigger1 = 1
X = 0.85

;--------------------岠壥壒
[State 6330, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 10
Value = S100, 18

;--------------------峌寕愝掕
[State 6330, HitDef]
Type = HitDef
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = C, NP
HitFlag = MAF
GuardFlag = L
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage = Ceil(30*Parent,FVar(10)), 3
PauseTime = 10,10
SparkXY = 0, -5
Ground.Type = Low
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 90
Ground.Velocity = -4-(2*Var(35))
Air.Velocity = -4-(2*Var(35)),-3-(2*Var(35))
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 24+72*Var(35)
Guard.Kill = 0
GetPower = 0, 40
GivePower = 0, 20

;--------------------僸僢僩屻張棟
[State 6330, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.95

[State 6330, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 40, -5
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6330, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 40, -5
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6330, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 40, -5
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6330, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 40, -5
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6330, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 3

[State 6330, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 6330, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 6330, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 6330, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 40, -5
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 6330, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 6330, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger2 = MoveContact
Value = 6331

;--------------------枅僼儗乕儉張棟
[State 6330, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6330, NotHitBy]
Type = NotHitBy
Trigger1 = 1
IgnoreHitPause = 1
Value = SCA

[State 6330, PlayerPush]
Type = PlayerPush
Trigger1 = 1
IgnoreHitPause = 1
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儗僾儕僇儞僩僒乕償傽儞僩丂旤楅丂摦嶌俀
;--------------------------------------------------
[StateDef 6331]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 6331
SprPriority = 1

[State 6331, VelSet]
Type = VelSet
Trigger1 = AnimElem = 1
X = 12

[State 6331, VelSet]
Type = VelSet
Trigger1 = AnimElem = 4
X = 0

[State 6331, VelMul]
Type = VelMul
Trigger1 = 1
X = 0.85

;--------------------岠壥壒
[State 6331, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S100, 18

;--------------------峌寕愝掕
[State 6331, HitDef]
Type = HitDef
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = S, NP
HitFlag = MAF
GuardFlag = M
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage = Ceil(30*Parent,FVar(10)), 3
PauseTime = 10,10
SparkXY = 30, -40
Ground.Type = High
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 60
Ground.Velocity = -4-(2*Var(35))
Air.Velocity = -4-(2*Var(35)),-3-(2*Var(35))
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 24+72*Var(35)
Guard.Kill = 0
GetPower = 0, 40
GivePower = 0, 20

;--------------------僸僢僩屻張棟
[State 6331, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.95

[State 6331, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 30, -40
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6331, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 30, -40
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6331, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 30, -40
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6331, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 30, -40
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6331, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 3

[State 6331, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 6331, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 6331, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 6331, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -40
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 6331, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 6331, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger2 = MoveContact
Value = 6332

;--------------------枅僼儗乕儉張棟
[State 6331, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6331, NotHitBy]
Type = NotHitBy
Trigger1 = 1
IgnoreHitPause = 1
Value = SCA

[State 6331, PlayerPush]
Type = PlayerPush
Trigger1 = 1
IgnoreHitPause = 1
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儗僾儕僇儞僩僒乕償傽儞僩丂旤楅丂摦嶌俁
;--------------------------------------------------
[StateDef 6332]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 6332
SprPriority = 1

[State 6332, VelSet]
Type = VelSet
Trigger1 = AnimElem = 4
X = 10

[State 6332, VelSet]
Type = VelSet
Trigger1 = AnimElem = 5
X = 0

;--------------------岠壥壒
[State 6332, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S100, 18

;--------------------峌寕愝掕
[State 6332, HitDef]
Type = HitDef
Trigger1 = Parent,Var(34)
Persistent = 0
Attr = S, NP
HitFlag = MAF
GuardFlag = M
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage = Ceil(40*Parent,FVar(10)), 4
PauseTime = 10,10
SparkXY = 50, -60
Ground.Type = High
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 80
Ground.Velocity = -3-(2*Var(35)), -8-(2*Var(35))
Air.Velocity = -3-(2*Var(35)),-8-(2*Var(35))
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 40+120*Var(35)
Guard.Kill = 0
GetPower = 0, 40
GivePower = 0, 20

;--------------------僸僢僩屻張棟
[State 6332, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.95

[State 6332, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 45, -70
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6332, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 45, -70
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6332, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 45, -70
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6332, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 45, -70
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6332, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 3

[State 6332, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 6332, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 6332, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 6332, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 45, -70
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 6332, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------廔椆
[State 6332, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

;--------------------枅僼儗乕儉張棟
[State 6332, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6332, NotHitBy]
Type = NotHitBy
Trigger1 = 1
IgnoreHitPause = 1
Value = SCA

[State 6332, PlayerPush]
Type = PlayerPush
Trigger1 = 1
IgnoreHitPause = 1
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儗僾儕僇儞僩僒乕償傽儞僩丂僷僠儏儕乕丂摦嶌侾
;--------------------------------------------------
[StateDef 6335]
Type = S
MoveType = A
Physics = N
Ctrl = 0
Anim = 6335
SprPriority = 1

[State 6335, VelSet]
Type = VelSet
Trigger1 = AnimElem = 10
X = 0
Y = -4

[State 6335, VelAdd]
Type = VelAdd
Trigger1 = AnimElem = 10, >0
X = 0
Y = 0.15

;--------------------岠壥壒
[State 6335, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 10
Value = S204, 9

[State 6335, Helper]
Type = Helper
Trigger1 = AnimElem = 10
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = -BackEdgeDist-60, -Floor(Pos Y)
ID = 6338
StateNo = 6338
Name = "RS-Wind"

[State 6335, Explod]
Type = Explod
Trigger1 = AnimElem = 10, >=0
Trigger1 = Time%4 = 0
Anim = 6337
ID = 6337
Pos = IfElse((Facing=1),Floor(160-ScreenPos X)-50,Floor(ScreenPos X-160)-50), -Floor(Pos Y)-16
PosType = P1
VFacing = IfElse(Random%2=0, 1, -1)
Vel = 5, 0
Random = 200, 0
SprPriority = 10
OwnPal = 1

;--------------------師傊
[State 6335, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 6336

;--------------------枅僼儗乕儉張棟
[State 6335, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儗僾儕僇儞僩僒乕償傽儞僩丂僷僠儏儕乕丂摦嶌俀
;--------------------------------------------------
[StateDef 6336]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 6336
SprPriority = 1

[State 6336, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = 0.15

[State 6336, Explod]
Type = Explod
Trigger1 = Time%4 = 0
Anim = 6337
ID = 6337
Pos = IfElse((Facing=1),Floor(160-ScreenPos X)-50,Floor(ScreenPos X-160)-50), -Floor(Pos Y)-16
PosType = P1
VFacing = IfElse(Random%2=0, 1, -1)
Vel = 5, 0
Random = 200, 0
SprPriority = 10
OwnPal = 1

;--------------------廔椆
[State 6336, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

;--------------------枅僼儗乕儉張棟
[State 6336, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]儗僾儕僇儞僩僒乕償傽儞僩丂晽
;--------------------------------------------------
[StateDef 6338]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 6338
SprPriority = 0

[State 6338, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 10

[State 6338, VelSet]
Type = VelAdd
Trigger1 = Time > 60
X = -0.5

;--------------------廔椆
[State 6338, DestroySelf]
Type = DestroySelf
Trigger1 = Vel X <= 0

;--------------------枅僼儗乕儉張棟
[State 6338, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 6338, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 1

[State 3338, Width]
Type = Width
Trigger1 = 1
Player = 30, 30

[State 6338, PosAdd]
Type = PosAdd
Trigger1 = P2Dist X < -30
X = Ceil(P2Dist X -60-Vel X)

[State 6338, PosAdd]
Type = PosAdd
Trigger1 = P2Dist X > 100
X = Ceil(P2Dist X -60-Vel X)

;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]僨乕儌儞儘乕僪僶儗僢僩丂僄僼僃僋僩
;--------------------------------------------------
;奺Var偵偮偄偰乮St6340撈帺乯
; FVar( 1)	杮懱撍寕妏搙 
;
;------------------------------
[StateDef 6340]
Type = A
MoveType = I
Physics = N
Anim = 6240
SprPriority = 10

;--------------------彅悢抣弶婜壔
[State 6340, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = -(Root,FVar(15)-14)

[State 6340, DestroySelf]
Type = DestroySelf
Trigger1 = Root,StateNo != 1151
Trigger1 = (Root,StateNo != 119) && (Var(12)!=1151)

;--------------------枅僼儗乕儉張棟
[State 6340, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 99999
Facing = 1
Pos = 0, 0

[State 6340, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = FVar(1)

[State 6340, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6340, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞儘乕僪僶儗僢僩丂椫
;--------------------------------------------------
;奺Var偵偮偄偰乮St6345撈帺乯
;  Var( 1)	傾僯儊儔儞僟儉
;  Var( 2)	柧搙
;  Var( 3)	妏搙
; FVar( 1)	奼戝棪 X
; FVar( 2)	奼戝棪 Y
;
;------------------------------
[StateDef 6345]
Type = A
MoveType = I
Physics = N
Anim = 6025
SprPriority = 10

;--------------------妏搙曄峏
[State 6345, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = Floor(Root,FVar(15))

;--------------------傾僯儊儔儞僟儉
[State 6345, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0, 3

[State 6345, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6025;+Var(1)

;--------------------奼戝棪曄峏
[State 6345, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.2

[State 6345, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.6

[State 6345, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.02

[State 6345, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = 0.05

[State 6345, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = -Var(3)
Scale = FVar(1), FVar(2)

;--------------------柧搙曄峏
[State 6345, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 256

[State 6345, VarAdd]
Type = VarAdd
Trigger1 = Time >= 12
V = 2
Value = -20

[State 6345, VarSet]
Type = VarSet
Trigger1 = Var(2) < 0
V = 2
Value = 0

[State 6345, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(2), Var(2), Var(2)

;--------------------枅僼儗乕儉張棟
[State 6345, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6345, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------廔椆
[State 6345, DestroySelf]
Type = DestroySelf
Trigger1 = Var(2) <= 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]僨乕儌儞儘乕僪儗僀丂奼嶶
;--------------------------------------------------
;奺Var偵偮偄偰乮St6361撈帺乯
;  Var( 1)	柧搙
; FVar( 1)	奼戝棪 X
; FVar( 2)	奼戝棪 Y
;
;------------------------------
[StateDef 6361]
Type = A
MoveType = I
Physics = N
Anim = 6361
SprPriority = 10

;--------------------奼戝棪愝掕
[State 6361, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.425

[State 6361, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 1.3

[State 6361, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = 0.075*0.9

[State 6361, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
FV = 2
Value = 0.2*0.9

;--------------------枅僼儗乕儉張棟
[State 6361, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(2)

[State 6361, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6361, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;--------------------柧搙愝掕
[State 6361, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 256

[State 6361, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 1
Value = -22

[State 6361, VarSet]
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

[State 6361, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

;--------------------徚柵忦審
[State 6361, 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]僨乕儌儞儘乕僪儗僀丂岝忦丂弶婜愝掕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6364乣6369嫟捠乯
;  Var( 1)	Time
;  Var( 2)	岝媴奼戝棪
;
;------------------------------
[StateDef 6364]
Type = A
MoveType = A
Physics = N
Anim = 6362
SprPriority = 10

;--------------------彅悢抣愝掕
[State 6364, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0

[State 6364, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 10

[State 6364, Explod]
Type = Explod
Trigger1 = Time = 0
Pos = 0, 0
PosType = P1
Facing = 1
Persistent = 0
SprPriority = 10
OwnPal = 1
BindTime = -1
RemoveTime = -1
Anim = 6360
ID = 6360

;--------------------師傊
[State 6364, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 6365

;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]僨乕儌儞儘乕僪儗僀丂岝忦丂峌寕
;--------------------------------------------------
;奺Var偵偮偄偰乮St6364乣6369嫟捠乯
;  Var( 1)	Time
;  Var( 2)	岝媴奼戝棪
;  Var(20)	僌儗僀僘僄僼僃僋僩儔儞僟儉
;
;------------------------------
[StateDef 6365]
Type = A
MoveType = A
Physics = N

;========== 嫟捠偺張棟 ==========

;--------------------僄僼僃僋僩儔儞僟儉
[State 6365, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------僌儗僀僘桳岠忦審
[State 6365, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = (EnemyNear,StateNo) = [100,119]
Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = I

;--------------------僌儗僀僘柍岠忦審
[State 6365, StateTypeSet]
Type = StateTypeSet
TriggerAll = NumEnemy > 0
Trigger1 = !((EnemyNear,StateNo) = [100,119])
Trigger1 = !(((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 14))
MoveType = A

;========== 僌儗僀僘帪偺張棟 ==========

;--------------------僌儗僀僘張棟忦審
[State 6365, ParentVarSet];僌儗僀僘壒
Type = ParentVarSet
TriggerAll = MoveType = I
TriggerAll = NumEnemy > 0
TriggerAll = P2Dist X > -10
TriggerAll = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Trigger1 = Var(1) = [15, 18]
Trigger2 = Var(1) = [25, 28]
Trigger3 = Var(1) = [35, 38]
V = 19
Value = 1

[State 6365, Explod];僌儗僀僘僄僼僃僋僩
Type = Explod
TriggerAll = MoveType = I
TriggerAll = NumEnemy > 0
TriggerAll = P2Dist X > -10
TriggerAll = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Trigger1 = Var(1) = [15, 18]
Trigger2 = Var(1) = [25, 28]
Trigger3 = Var(1) = [35, 38]
Persistent = 0
Anim = 31600
ID = 31000
Pos = Floor(P2Dist X), 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Scale = 0.5, 0.5
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6365, ChangeState]
Type = ChangeState
TriggerAll = MoveType = I
TriggerAll = NumEnemy > 0
TriggerAll = P2Dist X > -10
TriggerAll = P2Dist Y = [0, -(EnemyNear,Const(Size.Head.Pos.Y))]
Trigger1 = Var(1) = [15, 18]
Trigger2 = Var(1) = [25, 28]
Trigger3 = Var(1) = [35, 38]
Value = 6366

;========== 峌寕帪偺張棟 ==========

;--------------------峌寕愝掕
[State 6365, HitDef]
;Type = HitDef
type = Projectile
TriggerAll = MoveType = A
TriggerAll = Parent,Var(34)
Trigger1 = Var(1) = [15, 18]
Trigger2 = Var(1) = [25, 28]
Trigger3 = Var(1) = [35, 38]
Persistent = 0
Attr = S, HT
;GuardFlag = MA
AnimType  = Back
;Air.AnimType = Back
;Priority = 3, Hit
projanim = 10001
projhitanim = -1
projid = 10001
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 1
projremovetime = 2
Damage = 300
;PauseTime = 0, 4
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
;Guard.Dist = 320
Ground.Velocity = -4, -3
;Guard.Velocity = -4
Air.Velocity = -4,-3
P1SprPriority = 10
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*Parent,FVar(10))
;Guard.Kill = 0
GetPower = 60, 0
GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0

;--------------------僸僢僩屻張棟
[State 6365, ParentVarSet];僟儊乕僕曗惓
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = Parent,FVar(10) * 0.95

[State 6365, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = Floor(P2Dist X), 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6365, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = Floor(P2Dist X), 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6365, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = Floor(P2Dist X), 0
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6365, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = Floor(P2Dist X), 0
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 6365, ParentVarSet];僸僢僩壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
V = 17
Value = 8

[State 6365, ParentVarSet];僈乕僪壒
Type = ParentVarSet
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Persistent = 0
IgnoreHitPause = 1
V = 18
Value = 1

;--------------------峌寕忬懺姰椆
[State 6365, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 6366

;========== 嫟捠偺張棟 ==========

;--------------------徚柵忦審
[State 6365, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = Var(2) <= 0
Trigger3 = Root,StateNo != 1160
Value = 6369

;--------------------岝媴奼戝棪
[State 6365, VarSet]
Type = VarSet
Trigger1 = Var(1) = 0
V = 2
Value = 10

[State 6365, VarAdd]
Type = VarAdd
Trigger1 = Var(1) = [1,8]
V = 2
Value = 5

[State 6365, VarRandom]
Type = VarRandom
Trigger1 = Var(1) = 9
Trigger2 = Var(1) = [12,13]
V = 2
Range = 160, 190

[State 6365, VarRandom]
Type = VarRandom
Trigger1 = Var(1) = [10,11]
Trigger2 = Var(1) = [14,17]
Trigger3 = Var(1) = [24,27]
Trigger4 = Var(1) = [34,37]
V = 2
Range = 100, 135

[State 6365, VarRandom]
Type = VarRandom
Trigger1 = Var(1) = [18,23]
Trigger2 = Var(1) = [28,33]
Trigger3 = Var(1) = [38,53]
V = 2
Range = 360, 435

[State 6365, VarSet]
Type = VarSet
Trigger1 = Var(1) = 54
V = 2
Value = 50

[State 6365, VarAdd]
Type = VarAdd
Trigger1 = Var(1) > 54
V = 2
Value = -5

[State 6365, ModifyExplod]
Type = ModifyExplod
Trigger1 = NumExplod(6360) > 0
Trigger1 = Var(1) >= 0
Trigger1 = Var(2) >= 0
ID = 6360
Scale = Var(2)*0.01, Var(2)*0.01

;--------------------枅僼儗乕儉張棟
[State 6365, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6365, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Pos = 25, -50

[State 6365, Helper];奼嶶
Type = Helper
Trigger1 = Var(1) = 15
Trigger2 = Var(1) = 25
Trigger3 = Var(1) = 35
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6361
StateNo = 6361
Name = "DiffusionLight"

[State 6365, VarAdd];帪娫宱夁
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞儘乕僪儗僀丂岝忦丂柍椡忬懺
;--------------------------------------------------
;奺Var偵偮偄偰乮St6364乣6369嫟捠乯
;  Var( 1)	Time
;  Var( 2)	岝媴奼戝棪
;
;------------------------------
[StateDef 6366]
Type = A
MoveType = I
Physics = N

;--------------------暅婣
[State 6366, ChangeState]
Type = ChangeState
Trigger1 = Var(1) = 24
Trigger2 = Var(1) = 34
Value = 6365

;--------------------徚柵忦審
[State 6366, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [120,159]
Trigger2 = Var(2) <= 0
Trigger3 = Root,StateNo != 1160
Value = 6369

;--------------------岝媴奼戝棪
[State 6366, VarSet]
Type = VarSet
Trigger1 = Var(1) = 0
V = 2
Value = 10

[State 6366, VarAdd]
Type = VarAdd
Trigger1 = Var(1) = [1,8]
V = 2
Value = 5

[State 6366, VarRandom]
Type = VarRandom
Trigger1 = Var(1) = 9
Trigger2 = Var(1) = [12,13]
V = 2
Range = 60, 90

[State 6366, VarRandom]
Type = VarRandom
Trigger1 = Var(1) = [10,11]
Trigger2 = Var(1) = [14,17]
Trigger3 = Var(1) = [24,27]
Trigger4 = Var(1) = [34,37]
V = 2
Range = 110, 135

[State 6366, VarRandom]
Type = VarRandom
Trigger1 = Var(1) = [18,23]
Trigger2 = Var(1) = [28,33]
Trigger3 = Var(1) = [38,53]
V = 2
Range = 60, 135

[State 6366, VarSet]
Type = VarSet
Trigger1 = Var(1) = 54
V = 2
Value = 50

[State 6366, VarAdd]
Type = VarAdd
Trigger1 = Var(1) > 54
V = 2
Value = -5

[State 6366, ModifyExplod]
Type = ModifyExplod
Trigger1 = NumExplod(6360) > 0
Trigger1 = Var(1) >= 0
Trigger1 = Var(2) >= 0
ID = 6360
Scale = Var(2)*0.01, Var(2)*0.01

;--------------------枅僼儗乕儉張棟
[State 6366, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6366, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Pos = 25, -50

[State 6366, Helper];奼嶶
Type = Helper
Trigger1 = Var(1) = 15
Trigger2 = Var(1) = 25
Trigger3 = Var(1) = 35
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6361
StateNo = 6361
Name = "DiffusionLight"

[State 6366, VarAdd];帪娫宱夁
Type = VarAdd
Trigger1 = 1
V = 1
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]僨乕儌儞儘乕僪儗僀丂岝忦丂徚柵
;--------------------------------------------------
;奺Var偵偮偄偰乮St6364乣6369嫟捠乯
;  Var( 1)	Time
;  Var( 2)	岝媴奼戝棪
;
;------------------------------
[StateDef 6369]
Type = A
MoveType = I
Physics = N

[State 6369, RemoveExplod]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 6360

[State 6369, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible

;--------------------徚柵忦審
[State 6369, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0

[Statedef 6500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7070
sprpriority = 99998

[state 6500,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 6500,1]
type = playsnd
trigger1 = animelem = 1
value = 400,6

[state 6500,1]
type = playsnd
trigger1 = animelem = 1
value = 400,7

[state 6500,1]
type = null;playsnd
trigger1 = animelem = 1
value = 400,14

[state 6503,1]
type = playsnd
trigger1 = animelem = 1
value = 400,32

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7042
id = 6500
sprpriority = 999998
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7025
id = 6500
sprpriority = 999998
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = time = 4
anim = 7028
id = 6500
sprpriority = 999999
postype = p1
pos = 0,-120
bindtime = 1
supermove = 0
ignorehitpause = 1



[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6500,1]
type = EnvShake
trigger1 = animelem = 1
time = 20
ampl = -18
freq = 95
phase = 95

[state 6500,1]
Type                       = projectile
trigger1                   = animelem = 1
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 0,0
postype                    = p1
projscale                  = 4,4
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 60
PauseTime                  = 10,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,15
air.velocity = 0,15
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051

[State 6500, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6500,1]
type = destroyself
trigger1 = animtime = 0

[Statedef 6501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7009
sprpriority = 99999

[State 6501,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 1
Attr                       = A, HP
projanim                   = 7010
ProjID                     = 7010
projhitanim                = 7010
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 1,1
Guard.SparkNo              = -1
HitSound                   = S400,12
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = -2,-3
air.velocity = -2,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1

[state 6501,1]
type = playsnd
trigger1 = animelem = 1
value = 400,80

[state 6500,1]
type = destroyself
trigger1 = animelem = 26

[Statedef 6502]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7070
sprpriority = 99998

[state 6502,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 6502,1]
type = playsnd
trigger1 = animelem = 1
value = 400,6

[state 6502,1]
type = playsnd
trigger1 = animelem = 1
value = 400,7

[state 6502,1]
type = playsnd
trigger1 = animelem = 1
value = 400,14

[state 6503,1]
type = playsnd
trigger1 = animelem = 1
value = 400,32

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7042
id = 6500
sprpriority = 999998
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7025
id = 6500
sprpriority = 999998
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = time = 4
anim = 7028
id = 6500
sprpriority = 999999
postype = p1
pos = 0,-120
bindtime = 1
supermove = 0
ignorehitpause = 1



[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6502,1]
type = EnvShake
trigger1 = animelem = 1
time = 20
ampl = -18
freq = 95
phase = 95

[state 6502,1]
Type                       = projectile
trigger1                   = animelem = 1
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 50
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = -99999999999999999999999999999
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-45
air.velocity = 0,-45
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7050


[State 6502, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6502,1]
type = destroyself
trigger1 = animtime = 0

[Statedef 6503]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7070;7025
sprpriority = 99999

[state 6503,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 6503,1]
type = playsnd
trigger1 = animelem = 1
value = 400,6

[state 6503,1]
type = playsnd
trigger1 = animelem = 1
value = 400,7

[state 6503,1]
type = null;playsnd
trigger1 = animelem = 1
value = 400,14

[state 6503,1]
type = playsnd
trigger1 = animelem = 1
value = 400,32

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7042
id = 6500
sprpriority = 999998
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7025
id = 6500
sprpriority = 999998
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = explod
trigger1 = time = 4
anim = 7028
id = 6500
sprpriority = 999999
postype = p1
pos = 0,-120
bindtime = 1
supermove = 0
ignorehitpause = 1



[state 6503,1]
type = explod
trigger1 = animelem = 1
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6503,1]
type = EnvShake
trigger1 = animelem = 1
time = 20
ampl = -18
freq = 95
phase = 95

[state 6503,1]
Type                       = projectile
trigger1                   = animelem = 1
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 100
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,105
air.velocity = 0,105
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051


[State 6503, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6503,1]
type = destroyself
trigger1 = animtime = 0

[Statedef 6504]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7025
sprpriority = 99998

[state 6504,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 6504,1]
type = playsnd
trigger1 = animelem = 1
value = 400,6

[state 6504,1]
type = playsnd
trigger1 = animelem = 1
value = 400,7

[state 6504,1]
type = playsnd
trigger1 = animelem = 1
value = 400,14

[state 6504,1]
type = playsnd
trigger1 = animelem = 1
value = 400,32

[state 6504,1]
type = explod
trigger1 = animelem = 1
anim = 7042
id = 6500
sprpriority = 999999
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6504,1]
type = explod
trigger1 = animelem = 1
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6504,1]
type = explod
trigger1 = animelem = 3
anim = 7028
id = 6500
sprpriority = 999999
postype = p1
pos = 0,-120
bindtime = 1
supermove = 0
ignorehitpause = 1




[state 6504,1]
type = explod
trigger1 = animelem = 1
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 6504,1]
type = EnvShake
trigger1 = animelem = 1
time = 20
ampl = -18
freq = 95
phase = 95


[State 6504, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6504,1]
type = destroyself
trigger1 = animtime = 0

[Statedef 6505]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7049
sprpriority = 99999

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 2.0, 1

[state 6505,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 1031, HitDef]
Type = projectile
;Trigger1 = Var(34)
Trigger1 = time >= 0
;Persistent = 0
projanim                   = 7052
ProjID                     = 7052
projhitanim                = 7052
offset                     = 0,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
Attr = A, NP
GuardFlag = M
Guard.Dist = 90
Damage = 100
AnimType = Hard
Air.AnimType = Back
Priority = 20, Hit
PauseTime = 20, 20
HitSound = -1;S100, 2
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 0,-1
Air.Velocity = 0,-1
Fall = 1
Air.Fall = 1
Guard.Kill = 0
GetPower = 80, 80
GivePower = -100000
palfx.time = 60
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1


[State 6505]
type = BGPalFX
trigger1 = time > 130
trigger1 = time < 135
time = 5
add = 20,20,20

[State 6505]
type = BGPalFX
trigger1 = time > 135
trigger1 = time < 140
time = 5
add = 40,40,40

[State 6505]
type = BGPalFX
trigger1 = time > 140
trigger1 = time < 145
time = 5
add = 60,60,60

[State 6505]
type = BGPalFX
trigger1 = time > 145
trigger1 = time < 150
time = 5
add = 80,80,80

[State 6505]
type = BGPalFX
trigger1 = time > 150
trigger1 = time < 155
time = 5
add = 100,100,100

[State 6505]
type = BGPalFX
trigger1 = time > 155
trigger1 = time < 160
time = 5
add = 120,120,120

[State 6505]
type = BGPalFX
trigger1 = time > 160
trigger1 = time < 165
time = 5
add = 140,140,140

[State 6505]
type = BGPalFX
trigger1 = time > 165
trigger1 = time < 170
time = 5
add = 160,160,160

[State 6505]
type = BGPalFX
trigger1 = time > 170
trigger1 = time < 175
time = 5
add = 180,180,180

[State 6505]
type = BGPalFX
trigger1 = time > 175
trigger1 = time < 180
time = 5
add = 200,200,200

[State 6505]
type = BGPalFX
trigger1 = time > 180
trigger1 = time < 185
time = 5
add = 220,220,220

[State 6505]
type = BGPalFX
trigger1 = time > 185
trigger1 = time < 190
time = 5
add = 240,240,240

[State 6505]
type = BGPalFX
trigger1 = time > 190
trigger1 = time < 200
time = 10
add = 250,250,250

[state 6505,1]
type = playsnd
trigger1 = animelem = 1
value = 201,1

[state 6505,1]
type = playsnd
trigger1 = animelem = 1
value = 400,25

[state 6505,1]
type = playsnd
trigger1 = animelem = 1
value = 400,23

[state 6505,1]
type = EnvShake
trigger1 = animelem = 1
time = 200
ampl = -28
freq = 95
phase = 95

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


[State 6505, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6505,1]
type = changestate
trigger1 = time = 200
value = 6506

[Statedef 6506]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7050
sprpriority = 99998

[State 6505, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 2.0, 1.3

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

[state 6505,1]
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -12
freq = 95
phase = 95


[state 6506,1]
type = destroyself
trigger1 = animtime = 0


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



[Statedef 6507]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7048
sprpriority = 999

[State 6505, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state 6507,1]
type = destroyself
trigger1 = time = 200

[Statedef 7050]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 7050]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 7050]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 7050]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050


[state 7050]
type = velset
trigger1 = time = 0
x = 0
y = -122

[state 7050]
type = veladd
trigger1 = 1
y = 1.5

[State 7050]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 7050] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

[Statedef 7051]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 7051]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 7051]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 7051]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050


[state 7051]
type = velset
trigger1 = time = 0
x = 0
y = 62


[state 7051]
type = posset
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 7051]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 7051] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 
