
;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]僟僢僔儏丂奐巒
;--------------------------------------------------
[StateDef 100]
Type = S
MoveType= I
Physics = S
PowerAdd= 10
Ctrl = 0
VelSet = 0,0
Anim = 100
SprPriority = 0

[State 100, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S100, 20



[State 100, Explod]
Type = Explod
Trigger1 = AnimElem = 4
Pos = 0, 0
PosType = P1
SprPriority = 0
RemoveGetHit = 1
Anim = 103
ID = 103

[State 100, Helper];僟僢僔儏僄僼僃僋僩
Type = Helper
Trigger1 = AnimTime = 0
Persistent = 0
OwnPal = 1
Facing = 1
PosType = P1
Pos = -12, -33
ID = 30020
StateNo = 30021
Name = " "

;--------------------僐儅儞僪愭峴擖椡
[State 100, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 0

[State 100, VarSet]
Type = VarSet
Trigger1 = Time > 0
Trigger1 = Command = "a"
V = 20
Value = 1

[State 100, VarSet]
Type = VarSet
Trigger1 = Time > 0
Trigger1 = Command = "b"
V = 20
Value = 2

;--------------------師傊
[State 100, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 101

;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]僟僢僔儏丂旘隳
;--------------------------------------------------
[StateDef 101]
Type = A
MoveType= I
Physics = N
VelSet = 7.5,-10.2
Anim = 101
SprPriority = 0

[State 101, VelAdd]
Type = VelAdd
Trigger1 = Time = [0,5]
Y = 0.6

[State 101, VelAdd]
Type = VelAdd
Trigger1 = Time >= 6
Y = 0.4

[State 101, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 28
Length = 8
PalBright = 0, 0, 0
PalContrast = 0, 20, 108
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

;僉儍儞僙儖壜擻偵
Trigger1 = Time = 2

;--------------------僐儅儞僪愭峴擖椡
[State 100, ChangeState]
Type = ChangeState
TriggerAll = Var(49) = 0;	AI晄壜
Trigger1 = Time = 3
Trigger1 = Var(20) = 1
Value = 600

[State 100, ChangeState]
Type = ChangeState
TriggerAll = Var(49) = 0;	AI晄壜
Trigger1 = Time = 3
Trigger1 = Var(20) = 2
Value = 620

;--------------------師傊
[State 101, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 102

;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]僟僢僔儏丂廔椆
;--------------------------------------------------
[StateDef 102]
Type = S
MoveType= I
Physics = S
VelSet = 0, 0
Anim = 102
SprPriority = 0

[State 102, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 102, 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]崅懍僕儍儞僾乮弨旛乯
;--------------------------------------------------
[StateDef 103]
Type    = S
Physics = S
Anim = 40
Ctrl = 0
SprPriority = 0

[State 103, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
Trigger1 = AnimTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30000
StateNo = 30000
Name = " "

[State 103, VarSet]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 103, VarSet]
Type = VarSet
Trigger1 = SysVar(1) = 0
Trigger1 = Command = "holdfwd"
Trigger1 = Command != "holdback"
sysvar(1) = 1

[State 103, VarSet]
Type = VarSet
Trigger1 = SysVar(1) = 0
Trigger1 = Command != "holdfwd"
Trigger1 = Command = "holdback"
sysvar(1) = -1

[State 103, VelSet]
Type = VelSet
Trigger1 = AnimTime = 0
X = IfElse((SysVar(1)=1), 5, (IfElse((SysVar(1)=-1), -5, 0)))
Y = IfElse(SysVar(1)=0, -11, -7.5)

[State 103, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 104
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]崅懍僕儍儞僾乮忋徃乯
;--------------------------------------------------
[StateDef 104]
Type    = A
Physics = A

[State 104, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = IfElse((Vel X)=0, 41, IfElse((Vel X)>0, 42, 43))

[State 104, VarSet]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 104, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoAirGuard

[State 104, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 20
Length = 8
PalBright = 0, 0, 0
PalContrast = 0, 0, 128
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

[State 104, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 1
Value = 51

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

[State 105, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S100, 20



[State 105, Explod]
Type = Explod
Trigger1 = Time = 4
Pos = 0, 0
PosType = P1
SprPriority = 0
RemoveGetHit = 1
Anim = 108
ID = 108

[State 105, Helper];僶僢僋僟僢僔儏僄僼僃僋僩
Type = Helper
Trigger1 = AnimTime = 0
Persistent = 0
OwnPal = 1
Facing = -1
PosType = P1
Pos = 12, -33
ID = 30020
StateNo = 30021
Name = " "

[State 105, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 106

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

[State 106, VelAdd]
Type = VelAdd
Trigger1 = Time = [1,4]
Y = 4

[State 106, VelAdd]
Type = VelAdd
Trigger1 = Time = [5,11]
Y = 6.2

[State 106, VelAdd]
Type = VelAdd
Trigger1 = Time = [12,14]
Y = 4



[State 106, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 22
Length = 8
PalBright = 0, 0, 0
PalContrast = 0, 0, 128
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

[State 106, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 107

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

[State 107, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;僉儍儞僙儖壜擻偵
Trigger1 = Time = 0 

[State 107, 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]嬻拞僟僢僔儏丂奐巒
;--------------------------------------------------
[StateDef 110]
Type = A
MoveType= I
Physics = N
PowerAdd= 10
Ctrl = 0
VelSet = 0,0
Anim = 110
SprPriority = 0

[State 110, PlaySnd]
Type = PlaySnd
Trigger1 = AnimTime = 0
Value = S100, 20

[State 110, Helper];僟僢僔儏僄僼僃僋僩
Type = Helper
Trigger1 = AnimTime = 0
Persistent = 0
OwnPal = 1
Facing = 1
PosType = P1
Pos = -12, -33
ID = 30020
StateNo = 30021
Name = " "

[State 110, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 111

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僟僢僔儏丂旘隳
;--------------------------------------------------
[StateDef 111]
Type = A
MoveType= I
Physics = N
VelSet = 15, 1.5
Anim = 111
SprPriority = 0

[State 111, VelAdd]
Type = VelAdd
Trigger1 = Time >= 9
Y = Const(Movement.YAccel)

[State 111, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 8

[State 111, VarAdd]
Type = VarAdd
Trigger1 = Time = 0
V = 10
Value = -1

[State 111, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 20
Length = 8
PalBright = 0, 0, 0
PalContrast = 0, 0, 128
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

[State 111, CtrlSet]
Type = CtrlSet
Trigger1 = Time = 9
Value = 1

;僉儍儞僙儖壜擻偵
Trigger1 = Time = 9

[State 111, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 52

[State 111, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 41
Elem = 11

[State 111, ChangeState]
Type = ChangeState
Trigger1 = Anim = 41
Value = 51
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]嬻拞僶僢僋僟僢僔儏丂奐巒
;--------------------------------------------------
[StateDef 115]
Type = A
MoveType= I
Physics = N
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 115
SprPriority = 0

[State 115, PlaySnd]
Type = PlaySnd
Trigger1 = AnimTime = 0
Value = S100, 20

[State 115, Helper];僶僢僋僟僢僔儏僄僼僃僋僩
Type = Helper
Trigger1 = AnimTime = 0
Persistent = 0
OwnPal = 1
Facing = -1
PosType = P1
Pos = -12, -33
ID = 30020
StateNo = 30021
Name = " "

[State 115, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 116

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僶僢僋僟僢僔儏丂旘隳
;--------------------------------------------------
[StateDef 116]
Type = A
MoveType= I
Physics = N
VelSet = -15,-1
Anim = 116
SprPriority = 0

[State 116, VelAdd]
Type = VelAdd
Trigger1 = Time <= 9
Y = -0.5

[State 116, VelAdd]
Type = VelAdd
Trigger1 = Time > 9
Y = Const(Movement.YAccel)

[State 116, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = -15

[State 116, VarAdd]
Type = VarAdd
Trigger1 = Time = 0
V = 10
Value = -1

[State 116, AfterImage]
Type = AfterImage
Trigger1 = Time = 0
Time = 18
Length = 8
PalBright = 0, 0, 0
PalContrast = 0, 0, 128
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

[State 116, CtrlSet]
Type = CtrlSet
Trigger1 = Time = 9
Value = 1

[State 116, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 52

[State 116, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 41
Elem = 11

[State 116, ChangeState]
Type = ChangeState
Trigger1 = Anim = 41
Value = 51
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]僌儗僀僘媄懡廳僗僥乕僩
;--------------------------------------------------
[StateDef 119]
Type = U
MoveType= U
Physics = U
Ctrl = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;堎忢帪
;TriggerAll = Var(12) = 0
;==============================

;--------------------廔椆
[State 0, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 0
Trigger1 = Time >= 0
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僂僅乕僋俙丂奐巒
;TriggerAll = Var(12) = 1000
;==============================

;--------------------懍搙愝掕
[State 1000, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1000
Trigger1 = Time = 0
X = 0
Y = 0

[State 1000, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 8
X = 62
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
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 8
Physics = N

[State 1000, VelSet];尭懍
Type = VelSet
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 9
Trigger2 = MoveGuarded
Persistent = 0
X = 5

[State 1000, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 9
Physics = S

[State 1000, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
Value = 0

;--------------------岠壥壒
[State 1000, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 6
Value = S206, 18

[State 1000, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 8
Value = S400, 15

[State 1000, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1000
Trigger1 = AnimElem = 6
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30000
StateNo = 30000
Name = " "

;--------------------峌寕愝掕
[State 1000, HitDef]
Type = projectile
TriggerAll = Var(12) = 1000
;Trigger1 = Var(34)
;Trigger1 = MoveContact
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
;Trigger1 = time >= 0
projanim                   = 1012
ProjID                     = 1012
projhitanim                = 1012
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
Attr = S, NP
Damage = 10
AnimType = Hard
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 110
Priority = 5, Hit
PauseTime = 2, 2
SparkNo     = 31510
Guard.SparkNo    = 31500
SparkXY = 0, -50
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 = 20           ;僸僢僩偟偨帪偵夋柺傪梙傜偡帪娫
envshake.ampl = 6            ;僸僢僩偟偨帪偺夋柺偺怳暆
envshake.freq = 170          ;僸僢僩偟偨帪偵夋柺偑梙傟傞懍搙
palfx.time = 80
palfx.add = 150,0,0
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

;--------------------僸僢僩屻張棟
[State 1000, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1000
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.85

[State 1000, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1000
Trigger1 = NumExplod(31000) < 100
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 100
Anim = 31020
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 1000, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1000
Trigger1 = NumExplod(31000) < 100
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 100
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 1000, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1000
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 1000, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1000
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
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

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1000, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1000
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1000, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1000
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 1000, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1000
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 1000, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1000
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Value = 7040
Persistent = 0
IgnoreHitPause = 1

[State 1000, Helper]
Type = Helper
TriggerAll = Var(12) = 1000
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1000, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1000
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1000, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1000
Trigger1 = AnimTime = 0
Value = 1001


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僂僅乕僋俛丂奐巒
;TriggerAll = Var(12) = 1010
;==============================

;--------------------懍搙愝掕
[State 1010, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1010
Trigger1 = Time = 0
X = 0
Y = 0

[State 1010, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1010
Trigger1 = AnimElem = 8
X = 42
Y = 0



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


[State 1010, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1010
Trigger1 = AnimElem = 8
Physics = N

[State 1010, VelSet];尭懍
Type = VelSet
TriggerAll = Var(12) = 1010
Trigger1 = AnimElem = 9
Trigger2 = MoveGuarded
Persistent = 0
X = 5

[State 1010, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1010
Trigger1 = AnimElem = 9
Physics = S

[State 1010, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1010
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
Value = 0

;--------------------岠壥壒
[State 1010, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1010
Trigger1 = AnimElem = 6
Value = S206, 18

[State 1010, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1010
Trigger1 = AnimElem = 8
Value = S400, 15

[State 1010, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1010
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
TriggerAll = Var(12) = 1010
;Trigger1 = Var(34)
;Trigger1 = MoveContact
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
;Trigger1 = time >= 0
projanim                   = 1012
ProjID                     = 1012
projhitanim                = 1012
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
Attr = S, NP
Damage = 10
AnimType = Hard
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 110
Priority = 5, Hit
PauseTime = 2, 2
SparkNo     = 31510
Guard.SparkNo    = 31500
SparkXY = 0, -50
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 = 20           ;僸僢僩偟偨帪偵夋柺傪梙傜偡帪娫
envshake.ampl = 3            ;僸僢僩偟偨帪偺夋柺偺怳暆
envshake.freq = 170          ;僸僢僩偟偨帪偵夋柺偑梙傟傞懍搙
palfx.time = 80
palfx.add = 150,0,0
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
;--------------------僸僢僩屻張棟
[State 1010, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1010
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1010, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1010
Trigger1 = NumExplod(31000) < 100
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 100
Anim = 31020
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 1010, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1010
Trigger1 = NumExplod(31000) < 100
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 100
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 1010, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1010
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 1010, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1010
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
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

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1010, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1010
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1010, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1010
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 1010, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1010
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 1010, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1010
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1010, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1010
Trigger1 = AnimTime = 0
Value = 1012



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僂僅乕僋俛丂楢懕
;TriggerAll = Var(12) = 1011
;==============================

;--------------------懍搙愝掕
[State 1011, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1011
Trigger1 = AnimElem = 6
X = 12
Y = 0

[State 1011, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1011
Trigger1 = AnimElem = 6
Physics = N

[State 1011,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 1011, VelSet];尭懍
Type = VelSet
TriggerAll = Var(12) = 1011
Trigger1 = AnimElem = 7
Trigger2 = MoveGuarded
Persistent = 0
X = 5

[State 1011, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1011
Trigger1 = AnimElem = 7
Physics = S

[State 1011, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1011
Trigger1 = AnimElem = 6, >=0
Trigger1 = AnimElem = 7, <0
Value = 0

;--------------------岠壥壒
[State 1011, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1011
Trigger1 = AnimElem = 2
Value = S206, 19

[State 1011, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1011
Trigger1 = AnimElem = 4
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30000
StateNo = 30000
Name = " "

;--------------------峌寕愝掕
[State 1011, HitDef]
Type = projectile
TriggerAll = Var(12) = 1011
;Trigger1 = Var(34)
;Trigger1 = MoveContact
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
;Trigger1 = time >= 0
projanim                   = 1012
ProjID                     = 1012
projhitanim                = 1012
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
Attr = S, NA
Damage = 10
AnimType = Hard
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 110
Priority = 5, Hit
PauseTime = 2, 2
SparkNo     = 31510
Guard.SparkNo    = 31500
SparkXY = 0, -50
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 = 20           ;僸僢僩偟偨帪偵夋柺傪梙傜偡帪娫
envshake.ampl = 6            ;僸僢僩偟偨帪偺夋柺偺怳暆
envshake.freq = 170          ;僸僢僩偟偨帪偵夋柺偑梙傟傞懍搙
palfx.time = 80
palfx.add = 150,0,0
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -100000

;[State 1011, HitDef]
Type = projectile
TriggerAll = Var(12) = 1011
;Trigger1 = Var(34)
;Trigger1 = MoveContact
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
projanim                   = 1012
ProjID                     = 1012
projhitanim                = 1012
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
;Trigger1 = time >= 0
Attr = S, NA
Damage = 10
AnimType = Hard
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 110
Priority = 5, Hit
PauseTime = 2, 2
SparkXY = 0, -50
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 = 20           ;僸僢僩偟偨帪偵夋柺傪梙傜偡帪娫
envshake.ampl = 6         ;僸僢僩偟偨帪偺夋柺偺怳暆
envshake.freq = 170          ;僸僢僩偟偨帪偵夋柺偑梙傟傞懍搙
palfx.time = 80
palfx.add = 150,0,0
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -100000

;[State 1011, HitDef]
Type = projectile
TriggerAll = Var(12) = 1011
;Trigger1 = Var(34)
;Trigger1 = MoveContact
Trigger1 = AnimElem = 8, >=0
Trigger1 = AnimElem = 9, <0
;Trigger1 = time >= 0
projanim                   = 1012
ProjID                     = 1012
projhitanim                = 1012
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
Attr = S, NA
Damage = 10
AnimType = Hard
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 110
Priority = 5, Hit
PauseTime = 2, 2
SparkNo     = 31510
Guard.SparkNo    = 31500
SparkXY = 0, -50
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 = 20           ;僸僢僩偟偨帪偵夋柺傪梙傜偡帪娫
envshake.ampl = 3            ;僸僢僩偟偨帪偺夋柺偺怳暆
envshake.freq = 170          ;僸僢僩偟偨帪偵夋柺偑梙傟傞懍搙
palfx.time = 80
palfx.add = 150,0,0
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -100000
P2Facing = -1

;--------------------僸僢僩屻張棟
[State 1011, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1011
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1011, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1011
Trigger1 = NumExplod(31000) < 100
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 100
Anim = 31020
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 1011, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1011
Trigger1 = NumExplod(31000) < 100
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 100
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 1011, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1011
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 1011, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1011
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
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

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1011, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1011
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1011, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1011
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 1011, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1011
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 1011, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1011
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1011, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1011
Trigger1 = AnimTime = 0
Value = 1012


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪傾儘乕丂僕儍儞僾弨旛
;TriggerAll = Var(12) = 1043
;==============================

;--------------------懍搙愝掕
[State 1043, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1043
Trigger1 = AnimTime = 0
X = IfElse(BackEdgeDist>200, -BackEdgeDist/16, -30.5)
;X = IfElse(BackEdgeDist>200, -BackEdgeDist/20, -25)
Y = -8

;--------------------師傊
[State 1043, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1043
Trigger1 = AnimTime = 0
Value = 1044

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪傾儘乕丂僕儍儞僾
;TriggerAll = Var(12) = 1044
;==============================

;--------------------岠壥壒
[State 1044, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1044
Trigger1 = Time = 0
Value = S206, 5

[State 1044, Helper];僶僢僋僟僢僔儏僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1044
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
Facing = -1
PosType = P1
Pos = 12, -33
ID = 30020
StateNo = 30021
Name = " "

;--------------------偡傝敳偗張棟
[State 1044, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1044
Trigger1 = 1
Value = 0



;--------------------師傊
[State 1044, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1044
Trigger1 = Var(21) >= 19
Value = 1045

;--------------------枅僼儗乕儉張棟
[State 1044, VarAdd]
Type = VarAdd
TriggerAll = Var(12) = 1044
Trigger1 = 1
V = 21
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪傾儘乕丂暻偵捦傑傝
;TriggerAll = Var(12) = 1045
;==============================
;奺Var偵偮偄偰乮杮懱嫟捠乯
;  Var(22)	揬傝晅偒埵抲屌掕
; FVar(15)	撍寕妏搙妏搙
; FVar(16)	揋埵抲倃
;
;------------------------------

;--------------------懍搙愝掕
[State 1045, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1045
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------暻挘傝晅偒張棟
[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Time = 0
V = 22
Value = Floor(BackEdgeDist)

[State 1045, PosAdd]
Type = PosAdd
TriggerAll = Var(12) = 1045
Trigger1 = Time > 0
Trigger1 = Var(22) <= 5
X = Floor(Var(22)-BackEdgeDist)

[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Time > 0
Trigger1 = Floor(BackEdgeDist) <= 5
V = 22
Value = Floor(BackEdgeDist)

[State 1045, PosAdd]
Type = PosAdd
TriggerAll = Var(12) = 1045
Trigger1 = Time = 0
Trigger1 = Var(22) > 5
Trigger1 = BackEdgeDist > 5
X = IfElse(BackEdgeDist<15, -Floor(BackEdgeDist), -15)

[State 1045, PosAdd]
Type = PosAdd
TriggerAll = Var(12) = 1045
Trigger1 = Time > 0
Trigger1 = Var(22) > 5
Trigger1 = BackEdgeDist > 5
X = IfElse(BackEdgeDist-5>4, -8, -4)

;--------------------撍寕妏搙愝掕乮俢俴傾儘乕俙乯
[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Var(20) = 1
Trigger1 = Time = 10
FV = 15
Value = 28;32

;--------------------撍寕妏搙愝掕乮俢俴傾儘乕俛乯
[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Var(20) = 2
Trigger1 = Time = 10
FV = 15
Value = 60;50

;--------------------撍寕妏搙愝掕乮俢俴傾儘乕俠乯
[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Var(20) = 3
Trigger1 = Time = 10
FV = 16
Value = IfElse((P2Dist X)>0.01, (P2Dist X)+50*(P2Dist X/320.0), 0.01)

[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Var(20) = 3
Trigger1 = Time = 10
FV = 15
Value = 90-(180.0/Pi)*Atan(FVar(16)/160.0)

[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Var(20) = 3
Trigger1 = Time = 10
Trigger1 = FVar(15) < 24
FV = 15
Value = 24

[State 1045, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1045
Trigger1 = Var(20) = 3
Trigger1 = Time = 10
Trigger1 = FVar(15) > 80
FV = 15
Value = 80

;--------------------師傊
[State 1045, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1045
Trigger1 = Time > 10
Value = 1046

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪傾儘乕丂峌寕
;TriggerAll = Var(12) = 1046
;==============================

;--------------------懍搙愝掕
[State 1046, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1046
Trigger1 = Var(20) = [1,2]
Trigger1 = AnimElem = 1, =0
X = 50*Cos(FVar(15)*Pi/180)
Y = 25*Sin(FVar(15)*Pi/180)

[State 1046, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1046
Trigger1 = Var(20) = 3
Trigger1 = AnimElem = 1, =0
X = 50*Cos(FVar(15)*Pi/180)
Y = 40*Sin(FVar(15)*Pi/180)

;--------------------偡傝敳偗張棟
[State 1046, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1046
Trigger1 = !(MoveHit && (Pos Y > -20))
Value = 0

;--------------------僄僼僃僋僩昞帵
[State 1046, Helper]
Type = Helper
TriggerAll = Var(12) = 1046
Trigger1 = AnimElem = 2, >=0
Persistent = 0
IgnoreHitPause = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6240
StateNo = 6240
Name = "DemonLordAllow"

;--------------------峌寕愝掕
[State 1046, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1046
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 2, >=0
Attr = A, NA
Damage = Ceil(95*FVar(10)), 10
AnimType = Hard
Air.AnimType = Back
HitFlag = MAF
GuardFlag = HA
Guard.Dist = 80
Priority = 5, Hit
PauseTime = 10,10
SparkXY = 0, -10
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 34
Ground.HitTime  = 34
Ground.Velocity = -6-(2*Var(35))
Air.Velocity = -3-(2*Var(35)),-3
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 1046, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1046
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.85

[State 1046, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1046
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 10, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1046, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1046
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 10, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1046, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1046
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 10, -20
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1046, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1046
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 10, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1046, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1046
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1046, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1046
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 1046, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1046
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 = 10, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1046, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1046
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------僸僢僩屻張棟乮憡庤偺忬懺傪曄峏乯
[State 1046, TargetFacing]
Type = TargetFacing
TriggerAll = Var(12) = 1046
TriggerAll = NumTarget > 0
TriggerAll = MoveHit
trigger1 = Target,StateType = S
trigger2 = Target,StateType = C
Value = -1
Persistent = 0
IgnoreHitPause = 1

[State 1046, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1046
TriggerAll = NumTarget > 0
TriggerAll = MoveHit
trigger1 = Target,StateType = S
trigger2 = Target,StateType = C
Value = 7020
Persistent = 0
IgnoreHitPause = 1

;--------------------師傊
[State 1046, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1046
Trigger1 = MoveGuarded
Value = 1048

[State 1046, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1046
Trigger1 = Pos Y >= 0
Value = 1049

;--------------------枅僼儗乕儉張棟
[State 1046, AngleDraw]
Type = AngleDraw
TriggerAll = Var(12) = 1046
Trigger1 = AnimElem = 2, >=0
IgnoreHitPause = 1
Value = -(FVar(15)-14)

[State 1046, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僗僥僢僾俙丂堦寕栚
;TriggerAll = Var(12) = 1100
;==============================

;--------------------懍搙愝掕
[State 1100, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1100
Trigger1 = Time = 0
X = 0
Y = 0

[State 1100, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1100
Trigger1 = AnimElem = 2
X = 8

[State 1100, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1100
Trigger1 = AnimElem = 2
Physics = N

[State 1100, VelMul]
Type = VelMul
TriggerAll = Var(12) = 1100
Trigger1 = AnimElem = 3, >=0
X = 0.6

;--------------------岠壥壒
[State 1100, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1100
Trigger1 = AnimElem = 2
Value = S206, 19

[State 1100, Explod]
Type = Explod
TriggerAll = Var(12) = 1100
Trigger1 = AnimElem = 2, =3
Persistent = 0
IgnoreHitPause = 1
Anim = 6300
ID = 6300
Pos = 30, -45
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 1100, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1100
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 3, >=0
;Trigger1 = AnimElem = 4, <0
Attr = S, NA
Damage = Ceil(40*FVar(10)), 8
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 130
Priority = 5, Hit
PauseTime = 4, 10
SparkXY = 0, -20
HitSound = S100, 5
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -6
Guard.Velocity = -8
Air.Velocity = -4-(2*Var(35)),-4-(2*Var(35))
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 40, 20
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 1100, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1100
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1100, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1100
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31060
ID = 31000
Pos = 70, -20
PosType = P1
Facing = 1
VFacing = -1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1100, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1100
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1100, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1100
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -20
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1100, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1100
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1100, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1100
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1100, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1100
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 1100, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1100
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 = 70, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1100, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1100
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1100, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1100
Trigger1 = Time = 0
V = 20
Value = 0

[State 1100, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1100
TriggerAll = AnimElem = 3, >=0
TriggerAll = AnimElem = 5, <10
Trigger1 = Command = "236A"
Trigger2 = MoveContact
V = 20
Value = 1

[State 1100, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1100
Trigger1 = AnimElem = 5
Value = 1101



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僗僥僢僾俙丂擇寕栚
;TriggerAll = Var(12) = 1102
;==============================

;--------------------懍搙愝掕
[State 1102, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1102
Trigger1 = AnimElem = 2
X = 8

[State 1102, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1102
Trigger1 = AnimElem = 2
Physics = N

[State 1102, VelMul]
Type = VelMul
TriggerAll = Var(12) = 1102
Trigger1 = AnimElem = 3, >=0
X = 0.6

;--------------------岠壥壒
[State 1102, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1102
Trigger1 = AnimElem = 2
Value = S206, 19

[State 1102, Explod]
Type = Explod
TriggerAll = Var(12) = 1102
Trigger1 = AnimElem = 2, =3
Persistent = 0
IgnoreHitPause = 1
Anim = 6301
ID = 6300
Pos = 45, -45
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1
Scale = 0.7, 1.0

;--------------------峌寕愝掕
[State 1102, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1102
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 3, >=0
;Trigger1 = AnimElem = 4, <0
Attr = S, NA
Damage = Ceil(40*FVar(10)), 8
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 150
Priority = 5, Hit
PauseTime = 4, 10
SparkXY = 0, -20
HitSound = S100, 5
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -6
Guard.Velocity = -8
Air.Velocity = -4-(2*Var(35)),-4-(2*Var(35))
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 40, 20
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 1102, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1102
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1102, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1102
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31060
ID = 31000
Pos = 70, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1102, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1102
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -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 1102, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1102
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1102, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1102
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -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 1102, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1102
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1102, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1102
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 1102, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1102
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 = 70, -50
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1102, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1102
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1102, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1102
Trigger1 = Time = 0
V = 20
Value = 0

[State 1102, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1102
TriggerAll = AnimElem = 3, >=0
TriggerAll = AnimElem = 5, <10
Trigger1 = Command = "236A"
Trigger2 = MoveContact
V = 20
Value = 1

[State 1102, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1102
Trigger1 = AnimElem = 5
Value = 1103

[State 1102, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僗僥僢僾俙丂嶰寕栚
;TriggerAll = Var(12) = 1104
;==============================

;--------------------懍搙愝掕
[State 1104, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1104
Trigger1 = Time = 0
X = 8

[State 1104, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1104
Trigger1 = Time = 1
X = 0

[State 1104, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1104
Trigger1 = AnimElem = 2
X = 8

[State 1104, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1104
Trigger1 = AnimElem = 2
Physics = N

[State 1104, VelMul]
Type = VelMul
TriggerAll = Var(12) = 1104
Trigger1 = AnimElem = 3, >=0
X = 0.6

;--------------------岠壥壒
[State 1104, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1104
Trigger1 = AnimElem = 2
Value = S206, 19

[State 1104, Explod]
Type = Explod
TriggerAll = Var(12) = 1104
Trigger1 = AnimElem = 2, =3
Persistent = 0
IgnoreHitPause = 1
Anim = 6300
ID = 6300
Pos = 30, -45
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 1104, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1104
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 3, >=0
;Trigger1 = AnimElem = 4, <0
Attr = S, NA
Damage = Ceil(50*FVar(10)), 8
AnimType = Hard
Air.AnimType = Back
GuardFlag = LA
Guard.Dist = 130
Priority = 5, Hit
PauseTime = 4, 10
SparkXY = 0, -20
HitSound = S100, 5
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -4-(2*Var(35)),-4-(2*Var(35))
Guard.Velocity = -8
Air.Velocity = -4-(2*Var(35)),-4-(2*Var(35))
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 40, 20
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 1104, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1104
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1104, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1104
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31060
ID = 31000
Pos = 70, -20
PosType = P1
Facing = 1
VFacing = -1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1104, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1104
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1104, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1104
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -20
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1104, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1104
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1104, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1104
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1104, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1104
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 1104, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1104
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 = 70, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1104, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1104
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1104, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1104
Trigger1 = AnimElem = 5
Value = 1105

[State 1104, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僗僥僢僾俛丂堦寕栚
;TriggerAll = Var(12) = 1110
;==============================

;--------------------懍搙愝掕
[State 1110, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1110
Trigger1 = Time = 0
X = 0
Y = 0

[State 1110, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1110
Trigger1 = AnimElem = 2
X = 9

[State 1110, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1110
Trigger1 = AnimElem = 2
Physics = N

[State 1110, VelMul]
Type = VelMul
TriggerAll = Var(12) = 1110
Trigger1 = AnimElem = 3, >=0
X = 0.6

;--------------------岠壥壒
[State 1110, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1110
Trigger1 = AnimElem = 2
Value = S206, 19


[State 1110, Explod]
Type = Explod
TriggerAll = Var(12) = 1110
Trigger1 = AnimElem = 2, =5
Persistent = 0
IgnoreHitPause = 1
Anim = 6300
ID = 6300
Pos = 30, -45
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 1110, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1110
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 3, >=0
;Trigger1 = AnimElem = 4, <0
Attr = S, NA
Damage = Ceil(45*FVar(10)), 8
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 130
Priority = 5, Hit
PauseTime = 6, 10
SparkXY = 0, -20
HitSound = S100, 5
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -6
Guard.Velocity = -8
Air.Velocity = -4-(2*Var(35)),-4-(2*Var(35))
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 40, 20
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 1110, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1110
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1110, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1110
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31060
ID = 31000
Pos = 70, -20
PosType = P1
Facing = 1
VFacing = -1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1110, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1110
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1110, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1110
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -20
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1110, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1110
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -20
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1110, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1110
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1110, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1110
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 1110, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1110
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 = 70, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1110, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1110
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1110, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1110
Trigger1 = Time = 0
V = 20
Value = 0

[State 1110, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1110
TriggerAll = AnimElem = 3, >=0
TriggerAll = AnimElem = 5, <10
Trigger1 = Command = "236B"
Trigger2 = MoveContact
V = 20
Value = 1

[State 1110, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1110
Trigger1 = AnimElem = 5
Value = 1111



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僗僥僢僾俛丂擇寕栚
;TriggerAll = Var(12) = 1112
;==============================

;--------------------懍搙愝掕
[State 1112, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1112
Trigger1 = AnimElem = 2
X = 9

[State 1112, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1112
Trigger1 = AnimElem = 2
Physics = N

[State 1112, VelMul]
Type = VelMul
TriggerAll = Var(12) = 1112
Trigger1 = AnimElem = 3, >=0
X = 0.6

;--------------------岠壥壒
[State 1112, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1112
Trigger1 = AnimElem = 2
Value = S206, 19

[State 1112, Explod]
Type = Explod
TriggerAll = Var(12) = 1112
Trigger1 = AnimElem = 2, =5
Persistent = 0
IgnoreHitPause = 1
Anim = 6301
ID = 6300
Pos = 45, -45
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1
Scale = 0.7, 1.0

;--------------------峌寕愝掕
[State 1112, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1112
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 3, >=0
;Trigger1 = AnimElem = 4, <0
Attr = S, NA
Damage = Ceil(45*FVar(10)), 8
AnimType = Hard
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 150
Priority = 5, Hit
PauseTime = 6, 10
SparkXY = 0, -20
HitSound = S100, 5
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -6
Guard.Velocity = -8
Air.Velocity = -4-(2*Var(35)),-4-(2*Var(35))
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 40, 20
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 1112, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1112
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1112, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1112
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31060
ID = 31000
Pos = 70, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1112, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1112
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -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 1112, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1112
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1112, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1112
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -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 1112, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1112
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1112, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1112
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 1112, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1112
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 = 70, -50
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1112, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1112
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1112, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1112
Trigger1 = Time = 0
V = 20
Value = 0

[State 1112, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1112
TriggerAll = AnimElem = 3, >=0
TriggerAll = AnimElem = 5, <10
Trigger1 = Command = "236B"
Trigger2 = MoveContact
V = 20
Value = 1

[State 1112, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1112
Trigger1 = AnimElem = 5
Value = 1113

[State 1112, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僗僥僢僾俛丂嶰寕栚
;TriggerAll = Var(12) = 1114
;==============================

;--------------------懍搙愝掕
[State 1114, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1114
Trigger1 = Time = 0
X = 10

[State 1114, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1114
Trigger1 = Time = 1
X = 0

[State 1114, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1114
Trigger1 = AnimElem = 5
X = 4

[State 1114, StateTypeSet]
Type = StateTypeSet
TriggerAll = Var(12) = 1114
Trigger1 = AnimElem = 5
Physics = N

[State 1114, VelMul]
Type = VelMul
TriggerAll = Var(12) = 1114
Trigger1 = AnimElem = 7, >=0
X = 0.6

;--------------------岠壥壒
[State 1114, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1114
Trigger1 = AnimElem = 5
Value = S206, 19

[State 1114, Explod]
Type = Explod
TriggerAll = Var(12) = 1114
Trigger1 = AnimElem = 5
Persistent = 0
IgnoreHitPause = 1
Anim = 6302
ID = 6302
Pos = 20, -40
PosType = P1
BindTime = -1
SuperMove = 0
Scale = 1.5,1.5
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 1114, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1114
Trigger1 = Var(34)
Trigger1 = !MoveContact
;Trigger1 = AnimElem = 7, >=0
;Trigger1 = AnimElem = 8, <0
Attr = S, NA
Damage = Ceil(55*FVar(10)), 8
AnimType = Hard
Air.AnimType = Back
GuardFlag = HA
Guard.Dist = 145
Priority = 5, Hit
PauseTime = 6, 20
SparkXY = 0, -20
HitSound = S100, 5
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 24+(24*Var(35))
Ground.HitTime  = 24+(24*Var(35))
Ground.Velocity = -5-(5*Var(35)),-4-(2*Var(35))
Guard.Velocity = -8
Air.Velocity = -10-(10*Var(35)),10
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 40, 20
GivePower = -100000

;--------------------僸僢僩屻張棟
[State 1114, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1114
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1114, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1114
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31070
ID = 31000
Pos = 70, -40
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1114, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1114
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 70, -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 1114, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1114
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 70, -40
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1114, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1114
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 70, -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

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1114, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1114
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1114, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1114
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 1114, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1114
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 = 70, -40
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1114, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1114
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Value = 7040
Persistent = 0
IgnoreHitPause = 1

[State 1114, Helper]
Type = Helper
TriggerAll = Var(12) = 1114
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1114, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1114
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1114, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1114
Trigger1 = AnimElem = 9
Value = 1115

[State 1114, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩抧忋俙丂奐巒
;TriggerAll = Var(12) = 1140
;==============================
;奺Var偵偮偄偰乮杮懱嫟捠乯
; FVar(15)	撍寕妏搙妏搙
;
;------------------------------

;--------------------懍搙愝掕
[State 1140, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1140
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------撍寕妏搙愝掕
[State 1140, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1140
Trigger1 = Time = 0
FV = 15
Value = -5

;--------------------柍揋壔



;--------------------師傊
[State 1140, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1140
Trigger1 = Time = 0
Value = 1141



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩抧忋俙丂峌寕
;TriggerAll = Var(12) = 1141
;==============================

;--------------------埵抲挷惍
[State 1141, PosAdd]
Type = PosAdd
TriggerAll = Var(12) = 1141
Trigger1 = Time = 0
X = 10

;--------------------懍搙愝掕
[State 1141, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1141
Trigger1 = Time = 0
X = 80*Cos(FVar(15)*Pi/180)
Y = 20*Sin(FVar(15)*Pi/180)

;--------------------岠壥壒
[State 1141, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1141
Trigger1 = Time = 0
Value = S206, 5

;--------------------偡傝敳偗張棟
[State 1141, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1141
Trigger1 = MoveHit
Trigger2 = P2StateType != A
Value = 0

;--------------------僄僼僃僋僩昞帵
[State 1141, Helper]
Type = Helper
TriggerAll = Var(12) = 1141
Trigger1 = 1
Persistent = 0
IgnoreHitPause = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6340
StateNo = 6340
Name = "DemonLordBullet"

[State 1141, Helper]
Type = Helper
TriggerAll = Var(12) = 1141
Trigger1 = Time%4 = 0
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 30, -60
ID = 6345
StateNo = 6345
Name = "DemonLordBullet-Circle"

;--------------------峌寕愝掕
[State 1141, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1141
Trigger1 = Var(34)
Trigger1 = Time > 0
Trigger1 = !MoveContact
Attr = A, NA
Damage = 80
AnimType = Hard
Air.AnimType = Back
HitFlag = MAF
;GuardFlag = HA
Guard.Dist = 0
Priority = 5, Hit
PauseTime = 10,10
SparkXY = 0, -10
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 34
Ground.HitTime  = 34
Ground.Velocity = -10-(5*Var(35)),-5
;Guard.Velocity = -6
Air.Velocity = -10-(5*Var(35)),-5
;AirGuard.Velocity = -3,-3
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 1141, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1141
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1141, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1141
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 20, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1141, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1141
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 20, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1141, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1141
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 20, -60
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1141, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1141
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 20, -60
PosType = P1
Facing = IfElse(Random%2=0, 1, -1)
VFacing = IfElse(Random%2=0, 1, -1)
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

;--------------------僇僂儞僞乕僸僢僩敾掕
[State 1141, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1141
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1141, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1141
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 1141, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1141
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 = 10, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1141, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1141
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Value = 7040
Persistent = 0
IgnoreHitPause = 1

[State 1141, Helper]
Type = Helper
TriggerAll = Var(12) = 1141
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1141, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1141
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
;[State 1141, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1141
Trigger1 = MoveGuarded
Value = 1048

[State 1141, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1141
Trigger1 = Time > 2
Trigger1 = FrontEdgeDist < 0
Value = 1048

[State 1141, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1141
Trigger1 = Time >= 10
Value = 1142

;--------------------枅僼儗乕儉張棟
[State 1141, AngleDraw]
Type = AngleDraw
TriggerAll = Var(12) = 1141
Trigger1 = 1
IgnoreHitPause = 1
Value = -(FVar(15)-14)

[State 1141, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩抧忋俛丂奐巒
;TriggerAll = Var(12) = 1145
;==============================
;奺Var偵偮偄偰乮杮懱嫟捠乯
; FVar(15)	撍寕妏搙妏搙
;
;------------------------------

;--------------------懍搙愝掕
[State 1145, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1145
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------撍寕妏搙愝掕
[State 1145, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1145
Trigger1 = Time = 0
FV = 15
Value = -40

;--------------------柍揋壔


;--------------------師傊
[State 1145, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1145
Trigger1 = Time = 0
Value = 1146

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩抧忋俛丂峌寕
;TriggerAll = Var(12) = 1146
;==============================

;--------------------埵抲挷惍
[State 1146, PosAdd]
Type = PosAdd
TriggerAll = Var(12) = 1146
Trigger1 = Time = 0
X = 30

;--------------------懍搙愝掕
[State 1146, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1146
Trigger1 = Time = 0
X = 30*Cos(FVar(15)*Pi/180)
Y = 30*Sin(FVar(15)*Pi/180)

;--------------------岠壥壒
[State 1146, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1146
Trigger1 = Time = 0
Value = S206, 5

;--------------------偡傝敳偗張棟
[State 1146, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1146
Trigger1 = MoveHit
Trigger2 = P2StateType != A
Value = 0

;--------------------僄僼僃僋僩昞帵
[State 1146, Helper]
Type = Helper
TriggerAll = Var(12) = 1146
Trigger1 = 1
Persistent = 0
IgnoreHitPause = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6340
StateNo = 6340
Name = "DemonLordBullet"

[State 1146, Helper]
Type = Helper
TriggerAll = Var(12) = 1146
Trigger1 = Time%4 = 0
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 20, -80
ID = 6345
StateNo = 6345
Name = "DemonLordBullet-Circle"

;--------------------峌寕愝掕
[State 1146, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1146
Trigger1 = Var(34)
Trigger1 = Time > 0
Trigger1 = !MoveContact
Attr = A, NA
Damage = Ceil(80*FVar(10)), 10
AnimType = Hard
Air.AnimType = Back
HitFlag = MAF
GuardFlag = HA
Guard.Dist = 80
Priority = 5, Hit
PauseTime = 10,10
SparkXY = 0, -10
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 34
Ground.HitTime  = 34
Ground.Velocity = -10-(3*Var(35)),-6-(4*Var(35))
Guard.Velocity = -6
Air.Velocity = -10-(3*Var(35)),-6-(4*Var(35))
AirGuard.Velocity = -3,-3
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 1146, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1146
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1146, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1146
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 30, -80
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 1146, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1146
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 30, -80
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 1146, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1146
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 30, -80
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1146, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1146
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 30, -80
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 1146, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1146
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1146, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1146
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 1146, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1146
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 = 10, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1146, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1146
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Value = 7040
Persistent = 0
IgnoreHitPause = 1

[State 1146, Helper]
Type = Helper
TriggerAll = Var(12) = 1146
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1146, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1146
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 1146, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1146
Trigger1 = MoveGuarded
Value = 1048

[State 1146, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1146
Trigger1 = Time > 2
Trigger1 = FrontEdgeDist < 0
Value = 1048

[State 1146, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1146
Trigger1 = Time >= 12
Value = 1142

;--------------------枅僼儗乕儉張棟
[State 1146, AngleDraw]
Type = AngleDraw
TriggerAll = Var(12) = 1146
Trigger1 = 1
IgnoreHitPause = 1
Value = -(FVar(15)-14)

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

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩嬻拞俙丂奐巒
;TriggerAll = Var(12) = 1150
;==============================
;奺Var偵偮偄偰乮杮懱嫟捠乯
; FVar(15)	撍寕妏搙妏搙
;
;------------------------------

;--------------------懍搙愝掕
[State 1150, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1150
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------撍寕妏搙愝掕
[State 1150, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1150
Trigger1 = Time = 0
FV = 15
Value = 0

;--------------------師傊
[State 1150, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1150
Trigger1 = Time = 0
Value = 1151

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩嬻拞俙丂峌寕
;TriggerAll = Var(12) = 1151
;==============================

;--------------------懍搙愝掕
[State 1151, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1151
Trigger1 = Time = 0
X = 90*Cos(FVar(15)*Pi/180)
Y = 20*Sin(FVar(15)*Pi/180)

;--------------------岠壥壒
[State 1151, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1151
Trigger1 = Time = 0
Value = S206, 5

;--------------------偡傝敳偗張棟
[State 1151, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1151
Trigger1 = MoveHit
Trigger2 = P2StateType != A
Value = 0

;--------------------僄僼僃僋僩昞帵
[State 1151, Helper]
Type = Helper
TriggerAll = Var(12) = 1151
Trigger1 = 1
Persistent = 0
IgnoreHitPause = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6340
StateNo = 6340
Name = "DemonLordBullet"

[State 1151, Helper]
Type = Helper
TriggerAll = Var(12) = 1151
Trigger1 = Time%4 = 0
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 30, -55
ID = 6345
StateNo = 6345
Name = "DemonLordBullet-Circle"

;--------------------峌寕愝掕
[State 1151, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1151
Trigger1 = Var(34)
Trigger1 = Time > 0
Trigger1 = !MoveContact
Attr = A, NA
Damage = 80
AnimType = Hard
Air.AnimType = Back
HitFlag = MAF
;GuardFlag = HA
Guard.Dist = 0
Priority = 5, Hit
PauseTime = 10,10
SparkXY = 0, -10
HitSound = S100, 2
;GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 34
Ground.HitTime  = 34
Ground.Velocity = -15,-5
;Guard.Velocity = -6
Air.Velocity = -15,-5
;AirGuard.Velocity = -3,-3
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 1151, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1151
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1151, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1151
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 20, -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 1151, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1151
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 20, -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 1151, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1151
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 20, -50
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1151, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1151
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 20, -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 1151, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1151
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1151, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1151
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 1151, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1151
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 = 10, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1151, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1151
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Value = 7040
Persistent = 0
IgnoreHitPause = 1

[State 1151, Helper]
Type = Helper
TriggerAll = Var(12) = 1151
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1151, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1151
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
;[State 1151, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1151
Trigger1 = MoveGuarded
Value = 1048

[State 1151, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1151
Trigger1 = FrontEdgeDist < 0
Trigger1 = Time > 2
Value = 1048

[State 1151, VelMul]
Type = VelMul
TriggerAll = Var(12) = 1151
Trigger1 = Time >= 10
X = 0.60

[State 1151, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1151
Trigger1 = Time >= 10
Value = 1142

;--------------------枅僼儗乕儉張棟
[State 1151, AngleDraw]
Type = AngleDraw
TriggerAll = Var(12) = 1151
Trigger1 = 1
IgnoreHitPause = 1
Value = -(FVar(15)-14)

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

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩嬻拞俛丂奐巒
;TriggerAll = Var(12) = 1155
;==============================
;奺Var偵偮偄偰乮杮懱嫟捠乯
; FVar(15)	撍寕妏搙妏搙
;
;------------------------------

;--------------------懍搙愝掕
[State 1155, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1155
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------撍寕妏搙愝掕
[State 1155, VarSet]
Type = VarSet
TriggerAll = Var(12) = 1155
Trigger1 = Time = 0
FV = 15
Value = 34




;--------------------師傊
[State 1155, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1155
Trigger1 = Time = 0
Value = 1156

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僨乕儌儞儘乕僪僶儗僢僩嬻拞俛丂峌寕
;TriggerAll = Var(12) = 1156
;==============================

;--------------------懍搙愝掕
[State 1156, VelSet]
Type = VelSet
TriggerAll = Var(12) = 1156
Trigger1 = Time = 0
X = 80*Cos(FVar(15)*Pi/180)
Y = 80*Sin(FVar(15)*Pi/180)

;--------------------岠壥壒
[State 1156, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1156
Trigger1 = Time = 0
Value = S206, 5

;--------------------偡傝敳偗張棟
[State 1156, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 1156
Trigger1 = MoveHit
Trigger2 = P2StateType != A
Value = 0

;--------------------僄僼僃僋僩昞帵
[State 1156, Helper]
Type = Helper
TriggerAll = Var(12) = 1156
Trigger1 = 1
Persistent = 0
IgnoreHitPause = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 6340
StateNo = 6340
Name = "DemonLordBullet"

[State 1156, Helper]
Type = Helper
TriggerAll = Var(12) = 1156
Trigger1 = Time%4 = 0
PauseMoveTime = 99999
SuperMoveTime = 99999
OwnPal = 1
PosType = P1
Pos = 15, -25
ID = 6345
StateNo = 6345
Name = "DemonLordBullet-Circle"

;--------------------峌寕愝掕
[State 1156, HitDef]
Type = HitDef
TriggerAll = Var(12) = 1156
Trigger1 = Var(34)
Trigger1 = Time > 0
Trigger1 = !MoveContact
Attr = A, NA
Damage = 80
AnimType = Hard
Air.AnimType = Back
HitFlag = MAF
;GuardFlag = HA
Guard.Dist = 0
Priority = 5, Hit
PauseTime = 10,10
SparkXY = 0, -10
HitSound = S100, 2
;GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 34
Ground.HitTime  = 34
Ground.Velocity = -5-(5*Var(35)),(10*Var(35))
;Guard.Velocity = -5
Air.Velocity = -10, 10
;AirGuard.Velocity = -3,-3
Fall = 1*Var(35)
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 1156, VarSet];僟儊乕僕曗惓
Type = VarSet
TriggerAll = Var(12) = 1156
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1156, Explod];僸僢僩僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1156
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31020
ID = 31000
Pos = 20, -30
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 1156, Explod];僸僢僩僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1156
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31110
ID = 31000
Pos = 20, -30
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 1156, Explod];僈乕僪僄僼僃僋僩俙
Type = Explod
TriggerAll = Var(12) = 1156
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31500
ID = 31000
Pos = 20, -30
PosType = P1
Facing = 1
VFacing = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
SprPriority = 20
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 1156, Explod];僈乕僪僄僼僃僋僩俛
Type = Explod
TriggerAll = Var(12) = 1156
Trigger1 = NumExplod(31000) < 10
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
Persistent = 0
Anim = 31510
ID = 31000
Pos = 20, -30
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 1156, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1156
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 1156, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 1156
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 1156, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 1156
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 = 10, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1156, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1156
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Value = 7045
Persistent = 0
IgnoreHitPause = 1

[State 1156, Helper]
Type = Helper
TriggerAll = Var(12) = 1156
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 1156, VarSet] 
Type = VarSet
TriggerAll = Var(12) = 1156
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

[State 1156, TargetState]
Type = TargetState
TriggerAll = Var(12) = 1156
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 0
Trigger1 = MoveHit
Trigger1 = (Target,StateType = S) || (Target,StateType = C)
Value = 7020
Persistent = 0
IgnoreHitPause = 1

;--------------------師傊
[State 1156, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1156
Trigger1 = MoveGuarded
Value = 1048

[State 1156, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1156
Trigger1 = Time > 5
Trigger1 = FrontEdgeDist < 0
Trigger1 = !MoveHit
Value = 1048

[State 1156, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 1156
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 1023

;--------------------枅僼儗乕儉張棟
[State 1156, AngleDraw]
Type = AngleDraw
TriggerAll = Var(12) = 1156
Trigger1 = 1
IgnoreHitPause = 1
Value = -(FVar(15)-14)

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

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僴乕僩僽儗僀僋丂奐巒
;TriggerAll = Var(12) = 3060
;==============================

;--------------------懍搙愝掕
[State 3060, VelSet]
Type = VelSet
TriggerAll = Var(12) = 3060
Trigger1 = Time = 0
X = 0
Y = 0

[State 3060, PosSet]
Type = PosSet
TriggerAll = Var(12) = 3060
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3060, SuperPause]
Type = SuperPause
TriggerAll = Var(12) = 3060
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3060, Helper];堧晞僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 3060
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30200
StateNo = 30200
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3060, PowerAdd]
Type = PowerAdd
TriggerAll = Var(12) = 3060
Trigger1 = PalNo != [11,12]
Trigger1 = Time = 0
Value = -1000

[State 3060, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3060
Trigger1 = Time = 0
Value = S100, 12

[State 3060, Helper];僇僢僩僀儞丂侾俹懁
Type = Helper
TriggerAll = Var(12) = 3060
Trigger1 = (TeamMode = Single) || (TeamMode = Turns)
Trigger1 = Time = 0
Trigger1 = TeamSide = 1
OwnPal = 1
PosType = Left
Pos = -220, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3060, Helper];僇僢僩僀儞丂俀俹懁
Type = Helper
TriggerAll = Var(12) = 3060
Trigger1 = (TeamMode = Single) || (TeamMode = Turns)
Trigger1 = Time = 0
Trigger1 = TeamSide = 2
OwnPal = 1
PosType = Right
Pos = 220, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "



[State 3060, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 3060
Trigger1 = 1
Value = 0

;--------------------僴乕僩僽儗僀僋岠壥
[State 3060, Helper]
Type = Helper
TriggerAll = Var(12) = 3060
Trigger1 = Time = 0
OwnPal = 1
PosType = P1
Pos = 0,-91
ID = 6460
StateNo = 6460
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "HeartBreak"

[State 3060, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3060
Trigger1 = Time = 0
Value = S206, 9

;--------------------師傊
[State 3060, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3060
Trigger1 = AnimTime = 0
Value = 3061

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僴乕僩僽儗僀僋丂搳偘
;TriggerAll = Var(12) = 3061
;==============================

;--------------------楈椡惂屼
[State 3061, VarAdd];楈椡徚旓
Type = VarAdd
TriggerAll = Var(12) = 3061
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 7
V = 40
Value = 500

[State 3061, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
TriggerAll = Var(12) = 3061
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 7
V = 42
Value = 60

;--------------------僴乕僩僽儗僀僋岠壥
[State 3061, AttackDist]
Type = AttackDist
TriggerAll = Var(12) = 3061
Trigger1 = Animelem = 6, >=0
Trigger1 = Animelem = 8, <0
Value = 320

[State 3061, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3061
Trigger1 = AnimElem = 7
Value = S206, 8

[State 3061, Helper]
Type = Helper
TriggerAll = Var(12) = 3061
Trigger1 = AnimElem = 7
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 105,-67
ID = 6461
StateNo = 6461
Size.XScale = 1.2
Size.YScale = 1.2
Name = "HeartBreak"

;--------------------師傊
[State 3061, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3061
Trigger1 = AnimTime = 0
Value = 3062

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僴乕僩僽儗僀僋丂搳偘屻峝捈
;TriggerAll = Var(12) = 3062
;==============================

[State 3062, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3062
Trigger1 = AnimTime = 0
Value = 3063

[State 3062, 4]
type = CtrlSet
trigger1 = movecontact
value = 1
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僗僺傾丒僓丒僌儞僌僯儖丂奐巒
;TriggerAll = Var(12) = 3070
;==============================

;--------------------懍搙愝掕
[State 3070, VelSet]
Type = VelSet
TriggerAll = Var(12) = 3070
Trigger1 = Time = 0
X = 0
Y = 0

[State 3070, PosSet]
Type = PosSet
TriggerAll = Var(12) = 3070
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3070, SuperPause]
Type = SuperPause
TriggerAll = Var(12) = 3070
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3070, Helper];擉晞僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 3070
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30200
StateNo = 30300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3070, PowerAdd]
Type = PowerAdd
TriggerAll = Var(12) = 3070
Trigger1 = PalNo != [11,12]
Trigger1 = Time = 0
Value = -1000

[State 3070, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3070
Trigger1 = Time = 0
Value = S100, 12

[State 3070, Helper];僇僢僩僀儞丂侾俹懁
Type = Helper
TriggerAll = Var(12) = 3070
Trigger1 = (TeamMode = Single) || (TeamMode = Turns)
Trigger1 = Time = 0
Trigger1 = TeamSide = 1
OwnPal = 1
PosType = Left
Pos = -220, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 3070, Helper];僇僢僩僀儞丂俀俹懁
Type = Helper
TriggerAll = Var(12) = 3070
Trigger1 = (TeamMode = Single) || (TeamMode = Turns)
Trigger1 = Time = 0
Trigger1 = TeamSide = 2
OwnPal = 1
PosType = Right
Pos = 220, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "



[State 3070, PlayerPush]
Type = PlayerPush
TriggerAll = Var(12) = 3070
Trigger1 = 1
Value = 0

;--------------------僗僺傾丒僓丒僌儞僌僯儖岠壥
[State 3070, Helper]
Type = Helper
TriggerAll = Var(12) = 3070
Trigger1 = Time = 0
OwnPal = 1
PosType = P1
Pos = 0,-91
ID = 6460
StateNo = 6460
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "Spear_The_Gungnir"

[State 3070, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3070
Trigger1 = Time = 0
Value = S206, 13

;--------------------師傊
[State 3070, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3070
Trigger1 = AnimTime = 0
Value = 3071

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僗僺傾丒僓丒僌儞僌僯儖丂搳偘
;TriggerAll = Var(12) = 3071
;==============================

;--------------------楈椡惂屼
[State 3071, VarAdd];楈椡徚旓
Type = VarAdd
TriggerAll = Var(12) = 3071
Trigger1 = PalNo != [11,12]
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 7
V = 40
Value = 750

[State 3071, VarSet];楈椡夞暅掆巭帪娫
Type = VarSet
TriggerAll = Var(12) = 3071
Trigger1 = Var(41) = 0
Trigger1 = AnimElem = 7
V = 42
Value = 60

;--------------------僗僺傾丒僓丒僌儞僌僯儖岠壥
[State 3071, AttackDist]
Type = AttackDist
TriggerAll = Var(12) = 3071
Trigger1 = Animelem = 6, >=0
Trigger1 = Animelem = 8, <0
Value = 320

[State 3071, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3071
Trigger1 = AnimElem = 7
Value = S206, 8

[State 3071, Helper]
Type = Helper
TriggerAll = Var(12) = 3071
Trigger1 = AnimElem = 7
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 105,-67
ID = 6471
StateNo = 6471
Size.XScale = 1.5
Size.YScale = 1.5
Name = "Spear_The_Gungnir"

;--------------------師傊
[State 3071, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3071
Trigger1 = AnimTime = 0
Value = 3072

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僗僺傾丒僓丒僌儞僌僯儖丂搳偘屻峝捈
;TriggerAll = Var(12) = 3072
;==============================

[State 3072, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3072
Trigger1 = AnimTime = 0
Value = 3063

[State 3072, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;CPU僗儁儖愱梡僟僢僔儏丂奐巒
;TriggerAll = Var(12) = 3512
;==============================

[State 3512, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3512
Trigger1 = AnimElem = 4
Value = S100, 20

[State 3512, Explod]
Type = Explod
TriggerAll = Var(12) = 3512
Trigger1 = AnimElem = 4
Pos = 0, 0
PosType = P1
SprPriority = 0
RemoveGetHit = 1
Anim = 103
ID = 103

[State 3512, Helper];僟僢僔儏僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 3512
Trigger1 = AnimTime = 0
Persistent = 0
OwnPal = 1
Facing = 1
PosType = P1
Pos = -12, -33
ID = 30020
StateNo = 30021
Name = " "

[State 3512, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3512
Trigger1 = AnimTime = 0
Value = 3513



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;CPU僗儁儖愱梡僟僢僔儏丂旘隳
;TriggerAll = Var(12) = 3513
;==============================

[State 3513, VelAdd]
Type = VelAdd
TriggerAll = Var(12) = 3513
Trigger1 = Time = [0,5]
Y = 0.6

[State 3513, VelAdd]
Type = VelAdd
TriggerAll = Var(12) = 3513
Trigger1 = Time >= 6
Y = 1.4

[State 3513, AfterImage]
Type = AfterImage
TriggerAll = Var(12) = 3513
Trigger1 = Time = 0
Time = 28
Length = 8
PalBright = 0, 0, 0
PalContrast = 128, 0, 0
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

[State 3513, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3513
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 3514



[State 3513, PlayerPush]
Type = PlayerPush
Trigger1 = Var(12) = 3513
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;CPU僗儁儖愱梡僟僢僔儏丂廔椆
;TriggerAll = Var(12) = 3514
;==============================

[State 3514, PosSet]
Type = PosSet
TriggerAll = Var(12) = 3514
Trigger1 = Time = 0
Y = 0

[State 3514, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3514
Trigger1 = AnimTime = 0
Trigger1 = Random%100 = [0,2]
Value = 3500+(20*Var(52))

[State 3514, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3514
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;CPU僗儁儖愱梡僶僢僋僟僢僔儏丂奐巒
;TriggerAll = Var(12) = 3515
;==============================

[State 3515, PlaySnd]
Type = PlaySnd
TriggerAll = Var(12) = 3515
Trigger1 = AnimElem = 3
Value = S100, 20

[State 3515, Explod]
Type = Explod
TriggerAll = Var(12) = 3515
Trigger1 = Time = 4
Pos = 0, 0
PosType = P1
SprPriority = 0
RemoveGetHit = 1
Anim = 108
ID = 108

[State 3515, Helper];僶僢僋僟僢僔儏僄僼僃僋僩
Type = Helper
TriggerAll = Var(12) = 3515
Trigger1 = AnimTime = 0
Persistent = 0
OwnPal = 1
Facing = -1
PosType = P1
Pos = 12, -33
ID = 30020
StateNo = 30021
Name = " "

[State 3515, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3515
Trigger1 = AnimTime = 0
Value = 3516



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;CPU僗儁儖愱梡僶僢僋僟僢僔儏丂旘隳
;TriggerAll = Var(12) = 3516
;==============================

[State 3516, VelAdd]
Type = VelAdd
TriggerAll = Var(12) = 3516
Trigger1 = Time = [1,4]
Y = 2

[State 3516, VelAdd]
Type = VelAdd
TriggerAll = Var(12) = 3516
Trigger1 = Time = [5,11]
Y = 3.2

[State 3516, VelAdd]
Type = VelAdd
TriggerAll = Var(12) = 3516
Trigger1 = Time = [12,14]
Y = 4

[State 3516, AfterImage]
Type = AfterImage
TriggerAll = Var(12) = 3516
Trigger1 = Time = 0
Time = 22
Length = 8
PalBright = 0, 0, 0
PalContrast = 128, 0, 0
PalAdd = -30, -30, -30
PalMul = 1, 1, 1
Trans = Add
TimeGap = 1
FrameGap = 3

[State 3516, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3516
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 3517



[State 3516, PlayerPush]
Type = PlayerPush
Trigger1 = Var(12) = 3516
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;CPU僗儁儖愱梡僶僢僋僟僢僔儏丂廔椆
;TriggerAll = Var(12) = 3517
;==============================

[State 3517, PosSet]
Type = PosSet
TriggerAll = Var(12) = 3517
Trigger1 = Time = 0
Y = 0

[State 3517, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3517
Trigger1 = AnimTime = 0
Trigger1 = Random%100 = [0,2]
Value = 3500+(20*Var(52))

[State 3517, ChangeState]
Type = ChangeState
TriggerAll = Var(12) = 3517
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;[State 3517, NotHitBy]
Type = NotHitBy
TriggerAll = Var(12) = 3517
Trigger1 = 1
Value = SCA
Time = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[憡庤]嬻拞傗傜傟丂峝捈
;--------------------------------------------------
[Statedef 7000]
Type = A
MoveType= H
Physics = N
Ctrl = 0
VelSet = 0, 0

[State 7000, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5030

[State 7000, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 7000, SelfState]
Type = SelfState
Trigger1 = HitShakeOver
Value = 5030

;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
;	[憡庤]嬻拞傗傜傟丂峝捈乮摉偨傝敾掕柍偟乯
;--------------------------------------------------
[Statedef 7001]
Type = A
MoveType= H
Physics = N
Ctrl = 0
VelSet = 0, 0

[State 7001, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5030

[State 7001, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 7001, SelfState]
Type = SelfState
Trigger1 = HitShakeOver
Value = 5030

;[State 7001, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[憡庤]僈乕僪僋儔僢僔儏丂峝捈
;--------------------------------------------------
;奺Anim偵偮偄偰
; 5910	僈乕僪僋儔僢僔儏
;
;------------------------------
[Statedef 7010]
Type = S
MoveType = H
Physics = N
Ctrl = 0

[State 7010, SelfState]
Type = SelfState
Trigger1 = Life = 0
Value = 5020

;--------------------僈乕僪僋儔僢僔儏偵懳墳偟偰側偄僉儍儔
[State 7010, ChangeAnim]
Type = ChangeAnim
TriggerAll = !SelfAnimExist(5910)
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 5012

;--------------------僈乕僪僋儔僢僔儏偵懳墳偟偰偄傞僉儍儔
[State 7010, ChangeAnim]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5910)
Trigger1 = Time = 0
Trigger2 = !HitShakeOver
Value = 5910

[State 7010, PosSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 7010, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------楈椡僛儘壔

;仭仭仭Nachel偺儗儈儕傾or楈柌仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "Nachel"
TriggerAll = Var(41) = 0
Trigger1 = Name = "Remilia_Scarlet"
Trigger2 = Name = "Reimu_Hakurei"
V = 40
Value = 0

;仭仭仭偲傑巵偺僷僠儏儕乕or杺棟嵐仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "Toma"
Trigger1 = Name = "Patchouli"
Trigger2 = Name = "Marisa Kirisame"
V = 15
Value = 0

;仭仭仭傞偠傘巵偺梔柌仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "rouge noir"
TriggerAll = Var(22) = 0
Trigger1 = Name = "youmu_konpaku"
V = 20
Value = 0

;仭仭仭僟僀儎巵偺巼仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "Daiya (Diamond)"
TriggerAll = Var(11) = 0
Trigger1 = Name = "Yakumo Yukari"
V = 10
Value = -2

;仭仭仭SUI巵偺傾儕僗仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "SUI"
TriggerAll = Var(3) = 0
Trigger1 = Name = "Alice_Margatroid"
V = 1
Value = 0

;仭仭仭憈婱巵偺傾儕僗or桯乆巕仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "Souki"
Trigger1 = Name = "Alice Margatroid"
Trigger2 = Name = "Yuyuko Saigyouji"
V = 55
Value = 0

;仭仭仭僰働僫僔巵偺嶇栭仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "nukenashi"
TriggerAll = FVar(2) = 0
Trigger1 = Name = "Sakuya Izayoi"
FV = 1
Value = 0
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "nukenashi"
TriggerAll = FVar(2) = 0
Trigger1 = Name = "Sakuya Izayoi"
FV = 2
Value = 1

;仭仭仭埳悂愳巵偺渎崄仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "ibukah"
TriggerAll = FVar(16) = 0
Trigger1 = Name = "Ibuki_Suika"
FV = 15
Value = 0

;仭仭仭僋儘僈僱巵偺楈柌or巼or桯乆巕or梔柌or僷僠儏儕乕仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "Kurogane"
Trigger1 = Name = "Reimu_Hakurei"
Trigger2 = Name = "Yukari_Yakumo"
Trigger3 = Name = "Yuyuko_Saigyouji"
Trigger4 = Name = "Youmu_Konpaku"
Trigger5 = Name = "Patchouli_Knowledge"
FV = 5
Value = 0

;仭仭仭憮寧巵偺嶇栭or渎崄仭仭仭
[State 7010, VarSet]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = AuthorName = "Aotsuki"
Trigger1 = Name = "Sakuya_Izayoi"
Trigger2 = Name = "Suika_Ibuki"
FV = 4
Value = 0

;--------------------師傊
[State 7010, ChangeState]
Type = ChangeState
Trigger1 = Time > 0
;Trigger1 = HitShakeOver
Value = 7011

;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
;	[憡庤]僈乕僪僋儔僢僔儏丂僈僋僈僋
;--------------------------------------------------
;奺Anim偵偮偄偰
; 5910	僈乕僪僋儔僢僔儏
;
;------------------------------
[Statedef 7011]
Type = S
MoveType = H
Physics = N

;--------------------僈乕僪僋儔僢僔儏偵懳墳偟偰側偄僉儍儔
[State 7011, ChangeAnim]
Type = ChangeAnim
Trigger1 = !SelfAnimExist(5910)
Value = 5012

[State 7011, PosAdd]
Type = PosAdd
Trigger1 = !SelfAnimExist(5910)
Trigger1 = HitShakeOver
X = IfElse(Time%2=0, 1, -1)

;--------------------僈乕僪僋儔僢僔儏偵懳墳偟偰偄傞僉儍儔
[State 7011, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5910)
Value = 5910

;--------------------嫟捠張棟
[State 7011, HitFallSet]
Type = HitFallSet
Trigger1 = Time = 0
Value = 0

[State 7011, DefenceMulSet]
Type = DefenceMulSet
Trigger1 = HitOver
Value = 1

[State 7011, ChangeState]
Type = ChangeState
Trigger1 = Time = 50
Value = 7012

;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
;	[憡庤]僈乕僪僋儔僢僔儏丂廔椆
;--------------------------------------------------
;奺Anim偵偮偄偰
; 5910	僈乕僪僋儔僢僔儏
; 5911	僈乕僪僋儔僢僔儏丂廔椆
;
;------------------------------
[Statedef 7012]
Type = S
MoveType = H
Physics = N

;--------------------僈乕僪僋儔僢僔儏偵懳墳偟偰側偄僉儍儔
[State 7012, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5012
Value = 5012

[State 7012, PosAdd]
Type = PosAdd
Trigger1 = !SelfAnimExist(5910)
Trigger1 = HitShakeOver
X = IfElse(Time%2=0, 1, -1)

;--------------------僈乕僪僋儔僢僔儏偵懳墳偟偰偄傞僉儍儔
[State 7012, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5910
Trigger1 = SelfAnimExist(5911)
Value = 5911

;--------------------嫟捠張棟
[State 7012, SelfState]
Type = SelfState
Trigger1 = Time = 4
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
;	[憡庤]夞揮傗傜傟丂峝捈
;--------------------------------------------------
;奺Anim偵偮偄偰
; 5975		夞揮傗傜傟丂奐巒仌夞揮
; 5977		夞揮傗傜傟丂捠忢僉儍儔梡
;
;------------------------------
[Statedef 7020]
Type = S
MoveType = H
Physics = N
Ctrl = 0
VelSet = 0, 0

[State 7020, SelfState]
Type = SelfState
Trigger1 = Life = 0
Value = 5020

;--------------------夞揮傗傜傟偵懳墳偟偰側偄僉儍儔
[State 7020, ChangeAnim]
Type = ChangeAnim
Trigger1 = !SelfAnimExist(5975)
Trigger1 = GetHitVar(HitShakeTime) > 0
Value = 5012

;--------------------夞揮傗傜傟偵懳墳偟偰偄傞僉儍儔
[State 7020, ChangeAnim]
Type = ChangeAnim
Trigger1 = SelfAnimExist(5975)
Trigger1 = GetHitVar(HitShakeTime) > 0
Value = 5975

;--------------------嫟捠張棟
[State 7020, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 7020, HitVelSet]
Type = HitVelSet
Trigger1 = GetHitVar(HitShakeTime) <= 2
X = 1

[State 7020, ChangeState]
Type = ChangeState
Trigger1 = GetHitVar(HitShakeTime) <= 1
Value = 7021

;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
;	[憡庤]夞揮傗傜傟丂夞揮
;--------------------------------------------------
;奺Anim偵偮偄偰
; 5975		夞揮傗傜傟丂奐巒仌夞揮
; 5977		夞揮傗傜傟丂捠忢僉儍儔梡
;
;------------------------------
[Statedef 7021]
Type = S
MoveType = H
Physics = S

;--------------------夞揮傗傜傟偵懳墳偟偰側偄僉儍儔
[State 7021, ChangeAnim]
Type = ChangeAnim
Trigger1 = !SelfAnimExist(5975)
Value = 5012

[State 7021, PosAdd]
Type = PosAdd
Trigger1 = !SelfAnimExist(5975)
X = IfElse(Time%2=0, 1, -1)

;--------------------夞揮傗傜傟偵懳墳偟偰偄傞僉儍儔
[State 7021, ChangeAnim]
Type = ChangeAnim
Trigger1 = SelfAnimExist(5975)
Trigger1 = Time = 0
Value = 5975

;--------------------嫟捠張棟
[State 7021, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1

[State 7021, HitFallSet]
Type = HitFallSet
Trigger1 = Time = 0
Value = 0

[State 7021, DefenceMulSet]
Type = DefenceMulSet
Trigger1 = HitOver
Value = 1

[State 7021, ChangeState]
Type = ChangeState
Trigger1 = Time = 25
Value = 7022

;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
;	[憡庤]夞揮傗傜傟丂廔椆
;--------------------------------------------------
;奺Anim偵偮偄偰
; 5975		夞揮傗傜傟丂奐巒仌夞揮
; 5976		夞揮傗傜傟丂廔椆
; 5977		夞揮傗傜傟丂捠忢僉儍儔梡
;
;------------------------------
[Statedef 7022]
Type = S
MoveType = H
Physics = S
Velset = 0, 0

;--------------------夞揮傗傜傟偵懳墳偟偰側偄僉儍儔
[State 7022, ChangeAnim]
Type = ChangeAnim
Trigger1 = !SelfAnimExist(5975)
Value = 5012

;--------------------夞揮傗傜傟偵懳墳偟偰偄傞僉儍儔
[State 7022, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5975
Trigger1 = SelfAnimExist(5976)
Trigger1 = Time = 0
Value = 5976

;--------------------嫟捠張棟
[State 7022, DefenceMulSet]
Type = DefenceMulSet
Trigger1 = HitOver
Value = 1

[State 7022, SelfState]
Type = SelfState
Trigger1 = Time = 9
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
;	[憡庤]挻昁嶦傗傜傟丂峝捈
;--------------------------------------------------
[StateDef 7030]
Type = A
MoveType= H
Physics = N
Anim = 5030
Ctrl = 0
VelSet = 0, 0

[State 7030, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 7030, ChangeState]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 7031

;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
;	[憡庤]挻昁嶦傗傜傟丂悂偒旘傃
;--------------------------------------------------
[StateDef 7031]
Type = A
MoveType= H
Physics = N
Anim = IfElse(SelfAnimExist(5035), 5035, 5050)

[State 7031, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5035
Trigger1 = AnimTime = 0
Value = 5050

[State 7031, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 7031, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 7031, SelfState]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

;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
;	[憡庤]挻昁嶦傗傜傟乮僇儊儔晄捛乯丂峝捈
;--------------------------------------------------
[StateDef 7035]
Type = A
MoveType= H
Physics = N
Anim = 5030
Ctrl = 0
VelSet = 0, 0

[State 7035, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 7035, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State 7035, ChangeState]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 7036

;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
;	[憡庤]挻昁嶦傗傜傟乮僇儊儔晄捛乯丂悂偒旘傃
;--------------------------------------------------
[StateDef 7036]
Type = A
MoveType= H
Physics = N
Anim = IfElse(SelfAnimExist(5035), 5035, 5050)

[State 7031, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5035
Trigger1 = AnimTime = 0
Value = 5050

[State 7036, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 7036, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 7036, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State 7036, SelfState]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

;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
;	[憡庤]暻僶僂儞僪傗傜傟丂峝捈
;--------------------------------------------------
[StateDef 7040]
Type = A
MoveType= H
Physics = N
Anim = 5030
Ctrl = 0
VelSet = 0, 0

[State 7040, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 7040, ChangeState]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 7041

;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
;	[憡庤]暻僶僂儞僪傗傜傟丂悂偒旘傃
;--------------------------------------------------
[StateDef 7041]
Type = A
MoveType= H
Physics = N
Anim = IfElse(SelfAnimExist(5035), 5035, 5050)

[State 7041, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5035
Trigger1 = AnimTime = 0
Value = 5050

[State 7041, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 7041, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 7041, SelfState]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

[State 7041, ChangeState]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = (Vel X >0) && (FrontEdgeBodyDist < 3)
Trigger2 = (Vel X <0) && ( BackEdgeBodyDist < 3)
Value = 7042

;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
;	[憡庤]暻僶僂儞僪傗傜傟丂暻僶僂儞僪
;--------------------------------------------------
[StateDef 7042]
Type = A
MoveType= H
Physics = N

[State 7042, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 7042, Turn]
Type = Turn
Trigger1 = Time = 0
Trigger1 = FrontEdgeBodyDist > BackEdgeBodyDist

[State 7042, PosFreeze]
Type = PosFreeze
Trigger1 = Time < 2

[State 7042, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time < 2
Value = 5030

[State 7042, ChangeAnim2]
Type = ChangeAnim2
Trigger1 = Time = 2
Value = 7040

[State 7042, VelSet]
Type = VelSet
Trigger1 = Time = 2
X = -0.25*Abs(Vel X)
Y = -10

[State 7042, SelfState]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= -0.5*Const(Size.Mid.Pos.Y)
Value = 5100

[State 7042, SelfState];暅婣傊
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Pos Y < -10
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = (Command = "holdfwd") || (Command = "holdback")
Trigger1 = (Command = "a") || (Command = "b") || (Command = "c")
Value = 5210

;-----偙偙偐傜枅僼儗乕儉張棟
[State 7042, Offset]
Type = Offset
Trigger1 = Time >= 2
Y = Const(Size.Mid.Pos.Y)

[State 7042, VelAdd]
Type = VelAdd
Trigger1 = Time > 2
Y = GetHitVar(YAccel)

[State 7042, AngleDraw]
Type = AngleDraw
Trigger1 = Time > 2
Value = 30*(Time-2)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[僿儖僷乕]憡庤暻僶僂儞僪敾掕丂憡庤偵挘晅偒
;--------------------------------------------------
[StateDef 7043]
Type = A
MoveType= I
Physics = N
Anim = 6900
Ctrl = 0

[State 7043, PosAdd]
Type = PosAdd
Trigger1 = Floor(P2Dist X) != 0
Trigger2 = Floor(P2Dist Y) != 0
X = Floor(P2Dist X)
Y = Floor(P2Dist Y)

[State 7043, ChangeState]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = P2StateNo = 7042
Trigger2 = P2StateNo = 7047
Value = 7044

[State 7043, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 0
Trigger1 = P2StateNo != [7040,7042]
Trigger1 = P2StateNo != [7045,7047]

;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]憡庤暻僶僂儞僪敾掕丂岠壥壒
;--------------------------------------------------
[StateDef 7044]
Type = A
MoveType= I
Physics = N

[State 7044, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 11

[State 7044, EnvShake]
Type = EnvShake
Trigger1 = Time = 0
Time = 12
Freq = 100
Ampl = 3

[State 7044, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[憡庤]彴僶僂儞僪傗傜傟丂峝捈
;--------------------------------------------------
[StateDef 7045]
Type = A
MoveType= H
Physics = N
Anim = 5030
Ctrl = 0
VelSet = 0, 0

[State 7045, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 7045, ChangeState]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 7046

;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
;	[憡庤]彴僶僂儞僪傗傜傟丂悂偒旘傃
;--------------------------------------------------
[StateDef 7046]
Type = A
MoveType= H
Physics = N
Anim = IfElse(SelfAnimExist(5035), 5035, 5050)

[State 7046, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5035
Trigger1 = AnimTime = 0
Value = 5050

[State 7046, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 7046, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 7046, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= -0.5*Const(Size.Mid.Pos.Y)
Value = 7047

;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
;	[憡庤]彴僶僂儞僪傗傜傟丂彴僶僂儞僪
;--------------------------------------------------
[StateDef 7047]
Type = A
MoveType= H
Physics = N

[State 7047, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 7047, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 7047, Turn]
Type = Turn
Trigger1 = Time = 0
Trigger1 = Vel X > 0

[State 7047, PosFreeze]
Type = PosFreeze
Trigger1 = Time < 2

[State 7047, ChangeAnim2]
Type = ChangeAnim2
Trigger1 = Time < 2
Value = 7045

[State 7047, ChangeAnim2]
Type = ChangeAnim2
Trigger1 = Time = 2
Value = 7040

[State 7047, VelSet]
Type = VelSet
Trigger1 = Time = 2
X = -0.25*Abs(Vel X)
Y = -10

[State 7047, SelfState]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= -0.5*Const(Size.Mid.Pos.Y)
Value = 5100

[State 7047, SelfState];暅婣傊
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Pos Y < -10
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = (Command = "holdfwd") || (Command = "holdback")
Trigger1 = (Command = "a") || (Command = "b") || (Command = "c")
Value = 5210

;-----偙偙偐傜枅僼儗乕儉張棟
[State 7047, Offset]
Type = Offset
Trigger1 = Time >= 2
Y = Const(Size.Mid.Pos.Y)

[State 7047, VelAdd]
Type = VelAdd
Trigger1 = Time > 2
Y = GetHitVar(YAccel)

[State 7047, AngleDraw]
Type = AngleDraw
Trigger1 = Time > 2
Value = 30*(Time-2)
