;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Meirin Cns File.
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Data]
Life              = 1000
Power             = 9000
Attack            = 100
Defence           = 100
Fall.Defence_Up   = 50
LieDown.Time      = 40
AirJuggle         = 15
SparkNo           = -1
Guard.SparkNo     = -1
KO.Echo           = 0
Volume            = 255
IntPersistIndex   = 
FloatPersistIndex = 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Size]
XScale            = 1
YScale            = 1
Ground.Back       = 15
Ground.Front      = 15
Air.Back          = 15
Air.Front         = 15
Height            = 40
Attack.Dist       = 160
Proj.Attack.Dist  = 90
Proj.Doscale      = 0
Head.Pos          = 0, -77
Mid.Pos           = 0, -50
ShadowOffset      = 0
Draw.Offset       = 0,0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Velocity]
Walk.Fwd          = 3
Walk.Back         = -2.25
Run.Fwd           = 5, 0
Run.Back          = -6.25, -3.5
Jump.Neu          = 0,-7.2
Jump.Back         = -2
Jump.Fwd          = 3
Runjump.Back      = -3.5,-9
Runjump.Fwd       = 4,-9
Airjump.Neu       = 0,0
Airjump.Back      = 0
Airjump.Fwd       = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Movement]
Airjump.Num       = 0
Airjump.Height    = 30
Yaccel            = .35
Stand.Friction    = .85
Crouch.Friction   = .82
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪娫愗傟 晧偗
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 170]
Type   = S
Ctrl   = 0
Anim   = 170
VelSet = 0,0

[State 170,~敾掕側偔偰傕柍揋~]
Type     = NotHitBy
Trigger1 = 1
Value    = SCA
Time     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪娫愗傟 寛拝晅偐偢
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 175]
Type   = S
Ctrl   = 0
Anim   = 175
VelSet = 0,0

[State 175,~敾掕側偔偰傕柍揋~]
Type     = NotHitBy
Trigger1 = 1
Value    = SCA
Time     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 彑棙
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 180]
Type   = S
Anim   = 180
VelSet = 0,0

[State 180,~彑偪億乕僘嘦~]
Type     = Null;ChangeState
Trigger1 = MatchOver = 1
Value    = 181 + Random%2

[State 180,~彑庤偵廔傢傜傫偱~]
Type     = AssertSpecial
Trigger1 = Time <= 200
Flag     = RoundNotOver
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 愴摤廔椆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 181]
Type   = S
Anim   = 181
VelSet = 0,0

[State 181,~彑庤偵廔傢傜傫偱~]
Type     = AssertSpecial
Trigger1 = Time <= 200
Flag     = RoundNotOver
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 愴摤廔椆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 182]
Type   = S
Anim   = 182
VelSet = 0,0

[State 182,~彑庤偵廔傢傜傫偱~]
Type     = AssertSpecial
Trigger1 = Time <= 200
Flag     = RoundNotOver
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 拞崙側僀儞僩儘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 190]
Type   = S
Anim   = 190
Ctrl   = 0
VelSet = 0,0

[State 190,~僀儞僩儘擇偮栚~]
Type     = Null;ChangeState
Trigger1 = Time = 0 && Random >= 500
Value    = 191

[State 190,~僇乕僪慖戰~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Spell"
Stateno  = 193
ID       = 193
Pos      = IfElse(TeamSide = 1, 0, 265),-210
PosType  = Left
OwnPal   = 1

[State 190,~僀儞僩儘偱偡~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 190,~墝~]
Type     = Explod
Trigger1 = Anim = 190 && AnimElem = 3
Anim     = 7101
ID       = 7101
PosType  = P1
Pos      = 0,-5
OwnPal   = 1
Scale    = 1,1
SprPriority = 4

[State 190,~怳摦~]
Type     = EnvShake
Trigger1 = Anim = 190 && AnimElem = 3
Time     = 10
Freq     = 90
Ampl     = 2
Phase    = 120

[State 190,~棫偪傾僯儊傊~]
Type     = ChangeAnim
Trigger1 = Anim = 190 && AnimTime = 0
Value    = 0

[State 190,~棫偪State傊~]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = NumHelper(193) = 0
Value    = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 儚乕僾偱僀儞僩儘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 191]
Type   = S
Anim   = 194
Ctrl   = 0
VelSet = 0,0

[State 191,~僇乕僪慖戰~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Spell"
Stateno  = 193
ID       = 193
Pos      = IfElse(TeamSide = 1, 0, 265),-210
PosType  = Left
OwnPal   = 1

[State 191,~僀儞僩儘偱偡~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 191,~棫偪State傊~]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = Anim = 0 && NumHelper(193) = 0
Value    = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 挧敪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 195]
Type   = S
Anim   = 194
Ctrl   = 0
VelSet = 0,0

[State 195,~棫偪State傊~]
Type     = ChangeState
Trigger1 = Time = 0
Value    = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棫偪  対丒楢娐寕 儖乕僩(2)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 200]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 200

[State 200,~楢娐寕~]
Type     = VarAdd
Trigger1 = Time = 0
V        = 10
Value    = 1

[State 200,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 2
Value    = S0,0
Channel  = -1

[State 200,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 3
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Light
Damage                     = IfElse(Var(10) <= 1, 13, 15)
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 8
Ground.HitTime             = 8
Air.HitTime                = 8
Air.CornerPush.VelOff      = 0
Ground.Velocity            = -4,0
Air.Velocity               = -4,-4.3
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(25*(FVar(10))) <= 15, 15, Ceil(25*(FVar(10))))
GetPower                   = 30,20

[State 200,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6000
ID       = 6000
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 200,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 200,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.05
IgnoreHitPause = 1
Persistent = 0
[State 200,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.05*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 200,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 仺  対 (柤徧晄柧)丒楢娐寕 儖乕僩(5)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 205]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = IfElse(Var(10) >= 3, 222,205)

[State 205,~楢娐寕~]
Type     = VarAdd
Trigger1 = Time = 0
V        = 10
Value    = 1

[State 205,~堏摦懍搙~]
Type     = VelSet
Trigger1 = PrevStateNo = 220
X        = 0

[State 205,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S0,2
Channel  = -1

[State 205,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 60
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Air.CornerPush.VelOff      = 0
Ground.Velocity            = -7.2,-4
Air.Velocity               = -7.2,-4.5
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 80,60

[State 205,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 205,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 205,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0
[State 205,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.15*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 205,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棫偪  廟丒楢娐寕 儖乕僩(1)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 210]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 210

[State 210,~楢娐寕~]
Type     = VarAdd
Trigger1 = Time = 0
V        = 10
Value    = 1

[State 210,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S0,1
Channel  = -1

[State 210,~墴偟暆~]
Type     = Width
Trigger1 = AnimElem = 3, = 1
Value    = 2,5

[State 210,~X 堏摦~]
Type     = PosAdd
Trigger1 = AnimElem = 4
X        = 25
[State 210,~X 堏摦~]
Type     = PosAdd
Trigger1 = AnimElem = 8
X        = 5

[State 210,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 45
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Guard.SlideTime            = 16
Ground.HitTime             = 20
Guard.HitTime              = 18
Air.HitTime                = 20
Air.CornerPush.VelOff      = 0
Ground.Velocity            = -7.5,0
Air.Velocity               = -5,-4.3
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 80,60

[State 210,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 210,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 210,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 210,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 210,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 仺  廟 (柤徧晄柧)丒楢娐寕 儖乕僩(3)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 215]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = IfElse(Var(10) >= 2, 220,215)

[State 215,~楢娐寕~]
Type     = VarAdd
Trigger1 = Time = 0
V        = 10
Value    = 1

[State 215,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S0,2
Channel  = -1

[State 215,~嬻拞敾掕~]
Type      = StateTypeSet
Trigger1  = AnimElem = 3,>= 0 && AnimElem = 10,<= 0
StateType = A
Physics   = N
[State 215,~抧忋敾掕~]
Type      = StateTypeSet
Trigger1  = AnimElem = 10,>= 0
StateType = S
Physics   = S

[State 215,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Anim = 215 && AnimElem = 3
X        = 5
[State 215,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Anim = 220 && AnimElem = 3
X        = 3

[State 215,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = Vel X >= 0.3
X        = -.3
Y        = .005

[State 215,~埵抲堏摦~]
Type     = PosAdd
Trigger1 = AnimElem = 3
Y        = -2

[State 215,~拝抧~]
Type     = PosSet
Trigger1 = AnimElem = 10,>= 0
Y        = 0
[State 215,~掆巭~]
Type     = VelSet
Trigger1 = AnimElem = 10,>= 0
X        = 0
Y        = 0

[State 215,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Anim = 215 && AnimElem = 6
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 35
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Air.CornerPush.VelOff      = 0
Ground.Velocity            = -7,0
Air.Velocity               = -7,-3
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(10)) <= 15, 15, Ceil(35*FVar(10)))
GetPower                   = 60,40

[State 215,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Anim = 220 && AnimElem = 6
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 35
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Air.CornerPush.VelOff      = 0
Ground.Velocity            = -5,0
Air.Velocity               = -5,-3
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(10)) <= 15, 15, Ceil(35*FVar(10)))
GetPower                   = 60,40

[State 215,~媈帡僸僢僩僶僢僋~]
Type     = PosAdd
Trigger1 = NumTarget >= 1 && EnemyNear,StateType != A
Trigger1 = MoveContact && EnemyNear,BackEdgeBodyDist <= 10
X        = Target,Vel X * 1.0

[State 215,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = IfElse(Anim = 215, 6020, 6010)
ID       = IfElse(Anim = 215, 6020, 6010)
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 215,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 215,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 215,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 215,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楢娐寕 儖乕僩(6)丒(7)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 220]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = IfElse(Var(10) <= 2, 221, IfElse(Command = "holddown", 224, 223))

[State 220,~楢娐寕~]
Type     = VarAdd
Trigger1 = Time = 0
V        = 10
Value    = 1

[State 220,~慺怳傝~]
Type     = PlaySnd
Trigger1 = Anim = 221 && AnimElem = 2
Value    = S0,1
Channel  = -1

[State 220,~慺怳傝~]
Type     = PlaySnd
Trigger1 = Anim = 223 && AnimElem = 2 || Anim = 224 && AnimElem = 6
Value    = S0,2
Channel  = -1

[State 220,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = Anim = 221 && AnimElem = 2
X        = 6

[State 220,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = Anim = 221 && AnimElem = 3, >= 0 && Vel X >= 0.4
X        = -.4

[State 220,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Anim >= 223
X        = 0

[State 220,~墴偟暆~]
Type     = Width
Trigger1 = Anim = 223 && AnimElem = 3, = 1
Value    = 2,5

[State 220,~X 堏摦~]
Type     = PosAdd
Trigger1 = Anim = 223 && AnimElem = 4
X        = 10

[State 220,~X 堏摦~]
Type     = PosAdd
Trigger1 = Anim = 223 && AnimElem = 8
X        = 7
[State 220,~X 堏摦~]
Type     = PosAdd
Trigger1 = Anim = 223 && AnimElem = 9
X        = 5

[State 220,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Anim = 221 && AnimElem = 3
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 27
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 14
Air.HitTime                = 14
Ground.Velocity            = -5,0
Air.Velocity               = -5,-4
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(10)) <= 15, 15, Ceil(35*FVar(10)))
GetPower                   = 60,40

[State 220,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Anim = 223 && AnimElem = 3
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 40
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -2,-9
Air.Velocity               = -2,-9
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(60*FVar(10)) <= 15, 15, Ceil(60*FVar(10)))
GetPower                   = 60,40

[State 220,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Anim = 224 && AnimElem = 7
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Hard
Damage                     = 45
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = 0,5
Guard.Velocity             = -6
Air.Velocity               = 0,5
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(60*FVar(10)) <= 15, 15, Ceil(60*FVar(10)))
GetPower                   = 60,40

[State 220,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = IfElse(Anim = 221, 6010, 6020)
ID       = IfElse(Anim = 221, 6010, 6020)
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 220,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 220,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = IfElse(Anim = 221, -.08, IfElse(Anim = 223, -.1, -.15))
IgnoreHitPause = 1
Persistent = 0
[State 215,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = IfElse(Anim = 221, -.08, IfElse(Anim = 223, -.1, -.15))*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 220,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦棫偪  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 230]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
VelSet   = 0,0
Anim     = 230

[State 230,~峴摦愝掕~]
Type     = VarSet
Trigger1 = Time = 0
V        = 20
Value    = IfElse(Command != "holdfwd", 0, 10)

[State 230,~擑抏敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,1
Channel  = -1

[State 230,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 5
FV       = 4
Value    = -150
[State 230,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 7
Value    = 60

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 230,~擑抏(愒)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Red"
Stateno  = 231
ID       = 231+Var(20)
Pos      = 17,-42
PosType  = P1
OwnPal   = 1
[State 230,~擑抏(惵)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Blue"
Stateno  = 231
ID       = 232+Var(20)
Pos      = 17,-42
PosType  = P1
OwnPal   = 1
[State 230,~擑抏(椢)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Green"
Stateno  = 231
ID       = 233+Var(20)
Pos      = 17,-42
PosType  = P1
OwnPal   = 1
[State 230,~擑抏(墿)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Yellow"
Stateno  = 231
ID       = 234+Var(20)
Pos      = 17,-42
PosType  = P1
OwnPal   = 1
[State 230,~擑抏(巼)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Purple"
Stateno  = 231
ID       = 235+Var(20)
Pos      = 17,-42
PosType  = P1
OwnPal   = 1
[State 230,~擑抏(棔)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Cyan"
Stateno  = 231
ID       = 236+Var(20)
Pos      = 17,-42
PosType  = P1
OwnPal   = 1
[State 230,~擑抏(烌)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Orange"
Stateno  = 231
ID       = 237+Var(20)
Pos      = 17,-42
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 230,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦棫偪  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 240]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 240

[State 240,~慁晽敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S3,2
Channel  = -1

[State 240,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 4
FV       = 4
Value    = -250
[State 240,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 4
V        = 7
Value    = 60

[State 240,~慁晽抏~]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Rainbow"
Stateno  = 241
ID       = 241
Pos      = 20,-36
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 240,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棫偪  幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 250]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 250

[State 250,~偒傖傫~]
Type     = VelSet
Trigger1 = Time = 0
Y        = 0
[State 250,~抧忋~]
Type     = PosSet
Trigger1 = Time = 0
Y        = 0

[State 250,~徴寕壒~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,3
Channel  = -1

[State 250,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 5
FV       = 4
Value    = -250
[State 250,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 7
Value    = 60

[State 250,~徴攇~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Shock Wave"
Stateno  = 251
ID       = 251
Pos      = 50,-43
PosType  = P1
OwnPal   = 1

[State 250,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偟傖偑傒  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 400]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
Anim     = 400

[State 400,~楢娐寕~]
Type     = VarSet
Trigger1 = Time = 0
V        = 10
Value    = 1

[State 400,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 2
Value    = S0,0
Channel  = -1

[State 400,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 3
Attr                       = C, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Light
Damage                     = 12
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = Low
Ground.SlideTime           = 10
Ground.HitTime             = 12
Air.HitTime                = 12
Ground.Velocity            = -4.5,0
Air.Velocity               = -4.5,-3.5
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(20*FVar(10)) <= 15, 15, Ceil(20*FVar(10)))
GetPower                   = 30,20

[State 400,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6000
ID       = 6000
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 400,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 400,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.05
IgnoreHitPause = 1
Persistent = 0
[State 400,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.05*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 400,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偟傖偑傒  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 410]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
Anim     = 410

[State 410,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S0,1
Channel  = -1

[State 410,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = EnemyNear,StateType != A && AnimElem = 6
Attr                       = C, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Medium
Damage                     = 45
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = Trip
Ground.SlideTime           = 16
Ground.HitTime             = 18
Air.HitTime                = 18
Ground.Velocity            = 0,5
Guard.Velocity             = -6
Air.Velocity               = 0,5
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 80,60

[State 410,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = EnemyNear,StateType = A && AnimElem = 6
Attr                       = C, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Medium
Damage                     = 45
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = Low
Ground.SlideTime           = 16
Ground.HitTime             = 18
Air.HitTime                = 18
Ground.Velocity            = 0,5
Guard.Velocity             = -6
Air.Velocity               = 0,5
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 80,60

[State 410,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 410,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 410,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 410,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 410,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦偟傖偑傒  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 430]
Type     = C
MoveType = I
Physics  = C
Ctrl     = 0
Anim     = 430

[State 430,~婥抏敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,4
Channel  = 1

[State 430,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 5
FV       = 4
Value    = -250
[State 430,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 7
Value    = 60

[State 430,~婥抏~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Prana"
Stateno  = 431
ID       = 431
Pos      = 76,-34
PosType  = P1
OwnPal   = 1

[State 430,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦偟傖偑傒  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 440]
Type     = C
MoveType = I
Physics  = C
Ctrl     = 0
Anim     = 440

[State 440,~慁晽敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,2
Channel  = 1

[State 440,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 5
FV       = 4
Value    = -250
[State 440,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 7
Value    = 60

[State 440,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 3
X        = 2
Y        = -4.8

[State 440,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = StateType = A
Y        = 0.25

[State 440,~嬻拞敾掕~]
Type      = StateTypeSet
Trigger1  = AnimElem = 3,>= 0
StateType = A
Physics   = N

[State 440,~慁晽抏~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Rainbow"
Stateno  = 241
ID       = 441
Pos      = 25,-70
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 440,~拝抧傾僯儊~]
Type     = ChangeAnim
Trigger1 = Vel Y > 0 && Pos Y >= 0
Value    = 442
Persistent = 0

[State 440,~拝抧~]
Type     = VelSet
Trigger1 = Vel Y > 0 && Pos Y >= 0
X        = 0
Y        = 0
[State 440,~拝抧~]
Type     = PosSet
Trigger1 = Pos Y >= 0
Y        = 0

[State 440,~棫偪偵~]
Type     = ChangeState
Trigger1 = Anim = 442 && AnimTime= 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偟傖偑傒  幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 450]
Type     = C
MoveType = I
Physics  = C
Ctrl     = 0
Anim     = 450

[State 450,~偒傖傫~]
Type     = VelSet
Trigger1 = Time = 0
Y        = 0
[State 450,~抧忋~]
Type     = PosSet
Trigger1 = Time = 0
Y        = 0

[State 450,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,5
Channel  = 1

[State 450,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 5
FV       = 4
Value    = -250
[State 450,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 7
Value    = 60

[State 450,~婥拰~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Aura"
Stateno  = 451
ID       = 451
Pos      = 65,0
PosType  = P1
OwnPal   = 1

[State 450,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 500]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = Const(Velocity.Run.Fwd.X),0
Anim     = 500

[State 500,~僌儗僀僘~]
Type     = NotHitBy
Trigger1 = Time = [0,12]
Value    = , NP, SP, HP
Time     = 1

[State 500,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 2
Value    = S0,1
Channel  = -1

[State 500,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = AnimElem = 2
X        = 10

[State 500,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = AnimElem = 3, >= 0 && Vel X >= 0.4
X        = -.4

[State 500,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 2
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 35
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -4.6,0
Air.Velocity               = -4.6,-4.3
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(10)) <= 15, 15, Ceil(35*FVar(10)))
GetPower                   = 60,40

[State 500,~媈帡僸僢僩僶僢僋~]
Type     = PosAdd
Trigger1 = NumTarget >= 1 && EnemyNear,StateType != A
Trigger1 = MoveContact && EnemyNear,BackEdgeBodyDist <= 10
X        = Target,Vel X * 0.75

[State 500,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 500,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 500,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.08
IgnoreHitPause = 1
Persistent = 0
[State 500,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.08*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 500,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 510]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
VelSet   = Const(Velocity.Run.Fwd.X)*1,0
Anim     = 510

[State 510,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S0,1
Channel  = -1

[State 510,~墴偟暆~]
Type     = Width
Trigger1 = AnimElem = 3, = 1
Value    = 2,5

[State 510,~X 堏摦~]
Type     = PosAdd
Trigger1 = AnimElem = 4
X        = 25
[State 510,~X 堏摦~]
Type     = PosAdd
Trigger1 = AnimElem = 8
X        = 5

[State 510,~X 堏摦懍搙~]
Type     = VelAdd
Trigger1 = Vel X >= .3
X        = -.3
[State 510,~X 堏摦懍搙~]
Type     = VelSet
Trigger1 = Vel X <= 0
X        = 0

[State 510,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Herd
Damage                     = 60
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -7,-4
Air.Velocity               = -7,-4
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 80,60

[State 510,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, IfElse(AnimElem = 8,<= 2,-70, -50))
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 510,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, IfElse(AnimElem = 8,<= 2,-70, -50))
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 510,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 510,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 510,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  伀対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 520]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
VelSet   = Const(Velocity.Run.Fwd.X),0
Anim     = 520

[State 520,~僌儗僀僘~]
Type     = NotHitBy
Trigger1 = Time = [0,12]
Value    = , NP, SP, HP
Time     = 1

[State 500,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S0,1
Channel  = -1

[State 520,~懍搙尭傜偟~]
Type     = VelMul
Trigger1 = AnimElem = 6,<= 3
X        = 1.11

[State 520,~掆巭~]
Type     = VelSet
Trigger1 = Vel X <= 0
X        = 0

[State 520,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 4
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 35
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -6,0
Air.Velocity               = -4,-3.2
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 60,40

[State 520,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,IfElse(EnemyNear,StateType = A, -70, -50)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 520,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -70, -50)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 520,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 520,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 520,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏  伀廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 530]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
VelSet   = Const(Velocity.Run.Fwd.X),0
Anim     = 530

[State 530,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S0,0
Channel  = -1

[State 530,~懍搙尭傜偟~]
Type     = VelMul
Trigger1 = AnimElem = 6,<= 3
X        = 1.08

[State 530,~掆巭~]
Type     = VelSet
Trigger1 = Vel X <= 0
X        = 0

[State 530,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 7
Attr                       = C, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Medium
Damage                     = 55
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = Trip
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -0,0
Air.Velocity               = -0,-3.5
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(60*FVar(10)) <= 15, 15, Ceil(60*FVar(10)))
GetPower                   = 80,60

[State 530,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 530,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 530,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 530,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 530,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 600]
Type     = A
MoveType = A
Physics  = A
Ctrl     = 0
Anim     = 600

[State 600,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 5 || AnimElem = 9
Value    = S3,0
Channel  = -1

[State 600,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 1
Name     = "zan"
Stateno  = 601
ID       = 601
Pos      = 30,-65
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 0

[State 600,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5 || AnimElem = 9
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Medium
Damage                     = 55
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -6,0
Air.Velocity               = -6,IfElse(AnimElem = 8, <= 0, 9, -6)
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 60,40

[State 600,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && HitPauseTime = 9
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 600,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && HitPauseTime = 9
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 600,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit && HitPauseTime = 9
FV       = 3
Value    = -.1
IgnoreHitPause = 1
[State 600,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit && HitPauseTime = 9
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1

[State 600,~摦偐偣傑偡~]
Type     = CtrlSet
Trigger1 = Time >= 60
Value    = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 610]
Type     = A
MoveType = A
Physics  = A
Ctrl     = 0
Anim     = 610

[State 610,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S0,1
Channel  = -1

[State 610,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 4
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Medium
Damage                     = 50
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 16
Ground.HitTime             = 18
Air.HitTime                = 18
Ground.Velocity            = -4,0
Air.Velocity               = -4,-3.5
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 60,40

[State 610,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 610,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 610,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 610,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 610,~摦偐偣傑偡~]
Type     = CtrlSet
Trigger1 = Time >= 30
Value    = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦嬻拞  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 630]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 630

[State 630,~峴摦愝掕~]
Type     = VarSet
Trigger1 = Time = 0
V        = 20
Value    = IfElse(Command != "holdfwd", 0, 10)

[State 630,~擑抏敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,1
Channel  = -1

[State 630,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 5
FV       = 4
Value    = -150
[State 630,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 7
Value    = 60

[State 630,~懍搙愝掕 X~]
Type     = VelSet
Trigger1 = Time = 0 && Vel X != 0
X        = IfElse(Vel X >= 0.00001, 1, -1)
[State 630,~懍搙愝掕 Y~]
Type     = VelSet
Trigger1 = Time = 0 && Vel Y != 0
Y        = IfElse(Vel Y >= 0.00001, 1, -1)
[State 630,~抧忋偵拝偄偨~]
Type     = VelSet
Trigger1 = Vel Y = 0 || Pos Y >= 5
Y        = 0

[State 630,~廳椡~]
Type     = Gravity
Trigger1 = AnimElem = 8,>= 1
Y        = 0

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 630,~擑抏(愒)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Red"
Stateno  = 231
ID       = 231+Var(20)
Pos      = 20,-65
PosType  = P1
OwnPal   = 1
[State 630,~擑抏(惵)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Blue"
Stateno  = 231
ID       = 232+Var(20)
Pos      = 20,-65
PosType  = P1
OwnPal   = 1
[State 630,~擑抏(椢)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Green"
Stateno  = 231
ID       = 233+Var(20)
Pos      = 20,-65
PosType  = P1
OwnPal   = 1
[State 630,~擑抏(墿)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Yellow"
Stateno  = 231
ID       = 234+Var(20)
Pos      = 20,-65
PosType  = P1
OwnPal   = 1
[State 630,~擑抏(巼)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Purple"
Stateno  = 231
ID       = 235+Var(20)
Pos      = 20,-65
PosType  = P1
OwnPal   = 1
[State 630,~擑抏(棔)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Cyan"
Stateno  = 231
ID       = 236+Var(20)
Pos      = 20,-65
PosType  = P1
OwnPal   = 1
[State 630,~擑抏(烌)~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Orange"
Stateno  = 231
ID       = 237+Var(20)
Pos      = 20,-65
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 630,~棫偪偐壗傕偟側偄偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0 || Pos Y >= 0
Value    = IfElse(Pos Y >= 0, 0, 51)
Anim     = IfElse(Pos Y >= 0, 0, 55)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墦嬻拞  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 640]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 640

[State 640,~慁晽敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S3,2
Channel  = -1

[State 640,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 4
FV       = 4
Value    = -250
[State 640,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 4
V        = 7
Value    = 60

[State 640,~懍搙愝掕 X~]
Type     = VelSet
Trigger1 = Time = 0 && Vel X != 0
X        = IfElse(Vel X >= 0.00001, 0.75, -0.75)
[State 640,~懍搙愝掕 Y~]
Type     = VelSet
Trigger1 = Time = 0 && Vel Y != 0
Y        = IfElse(Vel Y >= 0.00001, 0.75, -0.75)
[State 640,~抧忋偵拝偄偨~]
Type     = VelSet
Trigger1 = Vel Y = 0 || Pos Y >= 0
Y        = 0

[State 640,~廳椡~]
Type     = Gravity
Trigger1 = AnimElem = 6,>= 1
Y        = 0

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 640,~慁晽抏~]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Rainbow"
Stateno  = 241
ID       = 641
Pos      = 15,-45
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 640,~棫偪偐壗傕偟側偄偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0 || Pos Y >= 0
Value    = IfElse(Pos Y >= 0, 0, 51)
Anim     = IfElse(Pos Y >= 0, 0, 55)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻拞  幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 650]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
Anim     = 650

[State 650,~徴寕壒~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S3,3
Channel  = -1

[State 650,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 5
FV       = 4
Value    = -250
[State 650,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 5
V        = 7
Value    = 60

[State 650,~抧忋偵拝偄偨~]
Type     = VelSet
Trigger1 = AnimElem = 5
X        = -1.5
Y        = -5.5
[State 650,~抧忋偵拝偄偨~]
Type     = Gravity
Trigger1 = 1

[State 650,~抧忋偵拝偄偨~]
Type     = VelSet
Trigger1 = Vel Y = 0 || Vel Y > 0 && Pos Y >= 0
Y        = 0

[State 650,~徴攇~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "Shock Wave"
Stateno  = 251
ID       = 251
Pos      = 60,-48
PosType  = P1
OwnPal   = 1

[State 650,~棫偪偐壗傕偟側偄偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 0, 0, 51)
Anim     = IfElse(Pos Y >= 0, 0, 55)
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僋儔僢僔儏峌寕  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 700]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
VelSet   = 0,0
Anim     = 700

[State 700,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 6
Value    = S0,2
Channel  = -1

[State 700,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 1
X        = 6

[State 700,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 6
X        = 12

[State 700,~堏摦懍搙~]
Type     = VelMul
Trigger1 = AnimElem = 6,<= 0
X        = 0.95
[State 700,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = AnimElem = 6,>= 0
X        = -.75

[State 700,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Vel X <= 0.75
X        = 0

[State 700,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 7
ID                         = 10000
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Herd
Damage                     = 80
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -8,-4
Air.Velocity               = -8,-4
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 80,60

[State 700,~偖傞偖傞~]
Type     = TargetState
Trigger1 = MoveHit = 1
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo != [120,159]
Trigger1 = P2StateNo != [4000,4001]
Trigger1 = P2StateNo != [5050,5300]
Value    = 10000
ID       = 10000
IgnoreHitPause = 1
[State 700,~夝彍~]
Type     = TargetDrop
Trigger1 = NumEnemy = 1
Trigger1 = NumTarget = 2
Trigger1 = Enemy,NumPartner = 1
Trigger1 = Enemy(0),StateNo = [5100,5399]
Trigger2 = NumEnemy = 2
Trigger2 = NumTarget = 2
Trigger2 = Enemy,NumPartner = 1
Trigger2 = Enemy(1),StateNo = [5100,5399]
KeepOne  = 0
IgnoreHitPause = 1

[State 700,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -70)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 700,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -70)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 700,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.25
IgnoreHitPause = 1
Persistent = 0
[State 700,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.25*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 700,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僋儔僢僔儏峌寕  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 710]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = 0,0
Anim     = 710

[State 710,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 6
Value    = S0,2
Channel  = -1

[State 710,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 7
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Herd
Damage                     = 80
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = 0,5
Guard.Velocity             = -6
Air.Velocity               = 0,-4.2
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(10)) <= 15, 15, Ceil(40*FVar(10)))
GetPower                   = 80,60

[State 710,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 710,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 710,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.25
IgnoreHitPause = 1
Persistent = 0
[State 710,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.25*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 710,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 750]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = 0,0
Anim     = 750

[State 750,~柍揋~]
Type     = NotHitBy
Trigger1 = AnimElem = 3,<= 2
Trigger1 = PrevStateNo != [200,3999]
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1
IgnoreHitPause = 1

[State 750,~楈寕壒~]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S2,4
Channel  = -1

[State 750,~楈寕徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 3
V        = 8
Value    = -1
IgnoreHitPause = 1

[State 750,~捠忢楈寕~]
Type     = ChangeAnim
Trigger1 = PrevStateNo != [120,159]
Trigger1 = PrevStateNo != [200,3999]
Value    = 750
Persistent = 0
[State 750,~僉儍儞僙儖楈寕~]
Type     = ChangeAnim
Trigger1 = PrevStateNo = [200,3999]
Value    = 751
Persistent = 0
[State 750,~僈乕僪僉儍儞僙儖楈寕~]
Type     = ChangeAnim
Trigger1 = PrevStateNo = [120,159]
Value    = 752
Persistent = 0

[State 750,~儕儞僌~]
Type     = Helper
Trigger1 = AnimElem = 3
Name     = "Reigeki"
Stateno  = 7153
ID       = 7153
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
[State 750,~儕儞僌~]
Type     = Helper
Trigger1 = AnimElem = 3
Name     = "Reigeki"
Stateno  = 7160
ID       = 7160
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
Persistent = 0
[State 750,~惵嬍~]
Type     = Helper
Trigger1 = AnimElem = 3
Name     = "Reigeki"
Stateno  = 7161
ID       = 7161
Pos      = 0,-50
PosType  = P1
Ownpal   = 1
IgnoreHitPause = 1

[State 750,~傾儞僠僉儍儞僙儖楈寕~]
Type                       = HitDef
Trigger1                   = Time <= 1
Trigger1                   = PrevStateNo != [200,3999]
Attr                       = S, SA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Herd
Damage                     = 0
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Ground.Velocity            = -8,-3
Air.Velocity               = -8,-3
Fall                       = 1
Fall.Recover               = 0
GetPower                   = 0,0

[State 750,~僉儍儞僙儖楈寕~]
Type                       = HitDef
Trigger1                   = Time <= 1
Trigger1                   = PrevStateNo = [200,3999]
Attr                       = S, SA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Up
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Ground.Velocity            = -0.2,-9.8
Guard.Velocity             = -8
Air.Velocity               = -0.2,-9.8
Fall                       = 1
Fall.Recover               = 0
GetPower                   = 0,0

[State 750,~僸僢僩僸僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 750,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 750,~楈椡慡夣~]
Type     = VarSet
Trigger1 = MoveHit && FVar(4) >= 0.00001
FV       = 4
Value    = 1000
IgnoreHitPause = 1

[State 750,~GC楈寕埲奜偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo != [120,159])
FV       = 3
Value    = -.2
IgnoreHitPause = 1
Persistent = 0
[State 750,~GC楈寕偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo = [120,159])
FV       = 3
Value    = -.5
IgnoreHitPause = 1
Persistent = 0

[State 750,~GC楈寕埲奜偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo != [120,159])
FV       = 10
Value    = -.2*FVar(11)
IgnoreHitPause = 1
Persistent = 0
[State 750,~GC楈寕偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo = [120,159])
FV       = 10
Value    = -.5*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 750,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僇乕僪愰尵
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 900]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 900

[State 900,~柍揋~]
Type     = NotHitBy
Trigger1 = AnimElem = 4,>= 0 || Anim = 901
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State 900,~惉岟壒~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S2,5
Channel  = -1

[State 900,~夞暅~]
Type     = LifeAdd
Trigger1 = AnimElem = 4
Value    = Floor(FVar(6))

[State 900,~愰尵惉岟~]
Type     = VarSet
Trigger1 = AnimElem = 4
V        = 5
Value    = 1
[State 900,~僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 4
FV       = 5
Value    = Power + Power*0.4

[State 900,~杺曽恮~]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Mahoujin"
Stateno  = 8000
ID       = 8000
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
SuperMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999
[State 900,~僇僢僩僀儞~]
Type     = Helper
Trigger1 = AnimElem = 4
Name     = "Catin"
Stateno  = 9100
ID       = 9100
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
SuperMoveTime = 999
PauseMoveTime = 999

[State 900,~廔椆傾僯儊傊~]
Type     = ChangeAnim
Trigger1 = Anim = 900 && Time = 88
Value    = 901

[State 900,~棫偪偵~]
Type     = ChangeState
Trigger1 = Anim = 901 && AnimTime = 0
Value    = 0
Ctrl     = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Smash attack憡庤
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10000]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10000,~僸僢僩僗僩僢僾~]
Type     = VelSet
Trigger1 = !HitShakeOver
X        = 0
Y        = 0
[State 10000,~嬺傜偄懍搙~]
Type     = HitVelSet
Trigger1 = HitShakeOver
X        = 1
Y        = 1
Persistent = 0
[State 10000,~廳椡~]
Type     = VelAdd
Trigger1 = HitShakeOver
Y        = 0.44

[State 10000,~僸僢僩僗僩僢僾~]
Type     = ChangeAnim
Trigger1 = Time >= 0 && !HitShakeOver
Trigger1 = SelfAnimExist(5030)
Value    = 5030
[State 10000,~嬻拞嬄偗斀傝~]
Type     = ChangeAnim
Trigger1 = HitShakeOver
Trigger1 = SelfAnimExist(5030)
Value    = 5030
Persistent = 0
[State 10000,~嬻拞悇堏~]
Type     = ChangeAnim
Trigger1 = Anim = 5030 && Vel Y <= -1
Trigger1 = SelfAnimExist(5035)
Value    = 5035
Persistent = 0
[State 10000,~棊壓~]
Type     = ChangeAnim
Trigger1 = SelfAnimExist(5035) && Anim = 5035 && AnimTime = 0
Trigger2 = Anim = 5030 && AnimTime = 0
Trigger2 = SelfAnimExist(5050) && !SelfAnimExist(5035)
Value    = 5050
Persistent = 0

[State 10000,~妏搙~]
Type     = AngleSet
Trigger1 = 1
Value    = 0

[State 10000,~妏搙桳岠~]
Type     = AngleDraw
Trigger1 = 1

[State 10000,~抧忋暅婣~]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5200
[State 10000,~嬻拞暅婣~]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5210

[State 10000,~暻斀幩~]
Type     = ChangeState
Trigger1 = HitShakeOver && BackEdgeBodyDist <= 12
Value    = 10001
[State 10000,~抧柺僶僂儞僪~]
Type     = SelfState
Trigger1 = Vel Y >= 0 && Pos Y >= 15
Value    = 5100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Smash attack憡庤  暻僶僂儞僪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10001]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10001,~怳摦~]
Type     = EnvShake
Trigger1 = Time = 0
Time     = 15
Freq     = 80
Ampl     = -2
Phase    = 75

[State 10001,~掆巭~]
Type     = VelSet
Trigger1 = Time = 0
X        = 0
Y        = 0
[State 10001,~僶僢僋~]
Type     = VelSet
Trigger1 = Time = 0
X        = 1.5
Y        = -10
[State 10001,~廳椡~]
Type     = VelAdd
Trigger1 = Time >= 1
Y        = 0.35

[State 10001,~廳椡~]
Type     = PosAdd
Trigger1 = Time = 0
Y        = -25

[State 10001,~傾僯儊^]
Type = ChangeAnim2
Trigger1 = 1
Value = 10000

[State 10001,~夞揮~]
Type     = AngleAdd
Trigger1 = Anim = 10000 && Pos Y <= -13
Value    = -30

[State 10001,~妏搙~]
Type     = AngleSet
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Trigger2 = Alive
Trigger2 = CanRecover
Trigger2 = Command = "recovery"
Value    = 0

[State 10001,~妏搙桳岠~]
Type     = AngleDraw
Trigger1 = 1

[State 10001,~暅婣~]
Type       = SelfState
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5200
[State 10001,~暅婣~]
Type       = SelfState
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5210

[State 10001,~抧柺僶僂儞僪~]
Type     = SelfState
Trigger1 = Vel Y > 0 && Pos Y >= -10
Value    = 5100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 傂傞傒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 10010]
Type     = S
MoveType = H
Physics  = S
Ctrl     = 0

[State 10010,~抧忋偵偔偭偮偗偲偔~]
Type     = PosSet
Trigger1 = 1
Y        = 0

[State 10010,~僸僢僩僶僢僋~]
Type     = HitVelSet
Trigger1 = Time = 0
X        = 1

[State 10010,~傛傠偗No.5400~]
Type       = ChangeAnim
TriggerAll = Anim != 5400
Trigger1   = AuthorName = "Aotsuki" && Name = "Sakuya_Izayoi"
Trigger2   = AuthorName = "Aotsuki" && Name = "Suika_Ibuki"
Trigger3   = AuthorName = "Aotsuki" && Name = "Aya_Syameimaru"
Trigger4   = AuthorName = "Aotsuki" && Name = "Hong_Meirin"
Value      = 5400

[State 10010,~傛傠偗No.5300~]
Type       = ChangeAnim
TriggerAll = Anim != 5300
Trigger1   = AuthorName = "Toma" && Name = "Marisa Kirisame"
Trigger2   = AuthorName = "Toma" && Name = "Patchouli"
Trigger3   = AuthorName = "Nachel" && Name = "Remilia_Scarlet"
Trigger4   = AuthorName = "Nachel" && Name = "Reimu_Hakurei"
Value      = 5300

[State 10010,~傛傠偗No.5900~]
Type       = ChangeAnim
TriggerAll = Anim != 5900
Trigger1   = AuthorName = "Souki" && Name = "Yuyuko Saigyouji"
Value      = 5900

[State 10010,~傛傠偗No.5910~]
Type       = ChangeAnim
TriggerAll = Anim != 5910
Trigger1   = AuthorName = "ibukah" && Name = "Ibuki_Suika"
Trigger2   = AuthorName = "mikage" && Name = "Suika Ibuki"
Trigger3   = AuthorName = "mikage" && Name = "Aya Syameimaru"
Trigger4   = AuthorName = "SUI" && Name = "Alice Margatroid"
Value      = 5910

[State 10010,,~傛傠偗No.5003~]
Type       = ChangeAnim
TriggerAll = Anim != 5003 && Anim != 5400
Trigger1   = SelfAnimExist(5003)
Value      = 5003

[State 10010,~揤抧偝傫梡1~]
Type       = ChangeAnim
TriggerAll = P1Name = "Sol=Badguy" && AuthorName = "Amachi"
TriggerAll = Anim != 5400
Trigger1   = SelfAnimExist(5400)
Value      = 5400
[State 10010,~揤抧偝傫梡2~]
Type       = ChangeAnim
TriggerAll = P1Name = "Sol=Badguy" && AuthorName = "Amachi"
TriggerAll = Anim = 5400 && AnimElem = 8,>= 0
Trigger1   = SelfAnimExist(5400)
Value      = Anim
Elem       = 1
[State 10010,~揤抧偝傫梡3~]
Type       = ChangeAnim
TriggerAll = P1Name = "Sol=Badguy" && AuthorName = "Amachi"
TriggerAll = Anim = 5400 && AnimElem = 1,>= 4 && AnimElem = 1,<= 16
Trigger1   = SelfAnimExist(5400)
Value      = Anim
Elem       = 2

[State 10010,~傛傠偗側偄恖梡~]
Type     = ChangeAnim2
Trigger1 = Anim != 5003 && Anim != 5400 && Anim != 9500
Value    = 5002

[State 10010,~抧忋嬺傜偄廔椆僗僥乕僩傊~]
Type     = SelfState
Trigger1 = Time >= 120
Value    = 5001