;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 -2 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
[Statedef -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
; AI僗僩乕儕乕愱梡僗儁儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~Story Mode~]
Type     = VarSet
Trigger1 = 1
V        = 58
Value    = 0	    ; 1埲奜偱巊梡偟側偄  (枹搵嵹)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 摿庩儌乕僪擣幆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~壗偐堘偆偺偐傕~]
Type     = VarSet
Trigger1 = 1
V        = 57
Value    = 1	    ; 1埲奜偱捠忢        (枹搵嵹)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 摤婥乽忋奀壺恖乿  慡帺摦儌乕僪
;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
[State -2,~慡帺摦姡憞婡~]
Type     = VarSet
Trigger1 = 1
V        = 56
Value    = 0	    ; 1偱慡帺摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僂儞暅婣曗惓
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~僟僂儞暅婣曗惓(偙傟偑彂偄偰偁傞堄枴偼柍傤)~]
Type     = VarSet
Trigger1 = FVar(10) <= 0.95
FV       = 10
Value    = FVar(10)   ;FVar(10)*1.001偙傟偑慜夞丒*1.001仼偙傟晅偗傞偲暅婣帪娫偑夞暅偡傞  嘓愝掕
IgnoreHitPause = 1

[State -2,~庴恎曗惓  寁嶼幃(愨懳偙傫側姶偠偱偼側偄偲巚傆)~]
Type     = VarSet
Trigger1 = 1
FV       = 11
Value    = 0.4        ;仼曄偊傞偲帪娫偑墑傃偨傝弅傫偩傝乣  -偱帪娫偑墑傃傑偡丅媽偼0.25
IgnoreHitPause = 1

[State -2,~曗惓栠偟傕昁廀昳~]
Type     = VarSet
Trigger1 = P2MoveType != H
Trigger2 = (P2StateNo = [0,199]) || (P2StateNo = [5120,5159])
FV       = 10
Value    = 1
IgnoreHitPause = 1

[State -2,~曗惓抣偑媡揮偟側偄傛偆偵~]
Type     = VarSet
Trigger1 = FVar(10) <= 0.000001
FV       = 10
Value    = 0.000001
IgnoreHitPause = 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
; 僈僢僣!!  愝掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~僈僢僣!!~]
Type     = Helper
Trigger1 = Var(41)%6 = 1
Stateno  = 3211
ID       = 3211
Name     = "Aura"
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = IfElse(Var(41) <= 40, 40-Var(41), 0)
PauseMoveTime = IfElse(Var(41) <= 40, 40-Var(41), 0)
IgnoreHitPause = 1

[State -2,~僈僢僣!!~]
Type     = Helper
Trigger1 = Var(40) != 0 && NumHelper(3212) = 0
Stateno  = 3212
ID       = 3212
Name     = "Aura"
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
SuperMoveTime = IfElse(Var(41) <= 40, 40-Var(41), 0)
PauseMoveTime = IfElse(Var(41) <= 40, 40-Var(41), 0)
IgnoreHitPause = 1

[State -2,~僈僢僣!!愝掕~]
Type     = VarSet
Trigger1 = !Alive || RoundState != 2
Trigger2 = Var(40) = 1 && Var(41) >= 300
Trigger3 = Var(40) = 2 && Var(41) >= 500
V        = 40
Value    = 0
IgnoreHitPause = 1

[State -2,~僈僢僣!!Time~]
Type     = VarSet
Trigger1 = Var(40) = 0
Trigger2 = Var(40) = 1 && Var(41) >= 300
Trigger3 = Var(40) = 2 && Var(41) >= 500
V        = 41
Value    = 0
IgnoreHitPause = 1
[State -2,~僈僢僣!!Time~]
Type     = VarAdd
Trigger1 = Var(41) != 0
V        = 41
Value    = 1
IgnoreHitPause = 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
; 楢娐寕惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~弶婜抣偵栠偡~]
Type     = VarSet
Trigger1 = StateNo != [200,429]
V        = 10
Value    = 0

[State -2,~弶婜抣偵栠偡~]
Type     = VarSet
Trigger1 = StateNo != [200,429]
V        = 10
Value    = 0

[State -2,~僉儍儞僙儖壜擻~]
Type     = VarSet
Trigger1 = StateNo != [200,429]
V        = 11
Value    = 0
[State -2,~僉儍儞僙儖晄壜擻~]
Type     = VarSet
Trigger1 = StateNo = 205 && Var(10) >= 4
Trigger2 = StateNo = 210 && Var(10) >= 2
Trigger3 = StateNo = 215 && Var(10) >= 3
Trigger4 = StateNo = 220 && Var(10) >= 4
V        = 11
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
; 嬻拞僟僢僔儏惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~僟僢僔儏偱偒傞~]
Type     = VarSet
Trigger1 = Command != "holdz"
Trigger2 = Command != "holdfwd" && Command != "holdback"
V        = 2
Value    = 0

[State -2,~僟僢僔儏偱偒側偄~]
Type       = VarSet
TriggerAll = StateNo = 102 && AnimElem = 3,<= 0 || StateNo = 107 && AnimElem = 2,<= 0
Trigger1   = Command = "holdz" && Command = "holdfwd"
Trigger2   = Command = "holdz" && Command = "holdback"
V          = 2
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
; 堏摦婲偒忋偑傝惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~悅捈婲偒忋偑傝~]
Type     = VarSet
Trigger1 = StateNo != [5030,5150]
V        = 6
Value    = 0

[State -2,~堏摦婲偒忋偑傝~]
Type       = VarSet
TriggerAll = (StateNo = [5030,5150]) && (StateNo != 5120)
Trigger1   = Command = "a" || Command = "b" || Command = "c"
Trigger2   = Command = "x" || Command = "y" || Command = "z"
V          = 6
Value      = IfElse(Command = "holdfwd", 1, IfElse(Command = "holdback", -1, 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
; 峌寕椡僙僢僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~曗惓偼昁廀昳~]
Type     = AttackMulSet
Trigger1 = Var(40) = 0
Value    = FVar(3)
IgnoreHitPause = 1
[State -2,~曗惓偼昁廀昳~]
Type     = AttackMulSet
Trigger1 = Var(40) != 0
Value    = FVar(3)*1.25
IgnoreHitPause = 1

[State -2,~曗惓栠偟傕昁廀昳~]
Type     = VarSet
Trigger1 = P2MoveType != H
Trigger2 = (P2StateNo = [0,199]) || (P2StateNo = [5120,5159])
FV       = 3
Value    = 1
IgnoreHitPause = 1

[State -2,~峌寕椡偑媡揮偟側偄傛偆偵~]
Type     = VarSet
Trigger1 = FVar(3) <= 0.000001
FV       = 3
Value    = 0.000001
IgnoreHitPause = 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
; 楈椡僎乕僕丒曗彆學
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~偍彆偗僿儖僷~]
Type     = Helper
Trigger1 = NumHelper(9990) = 0
Stateno  = 9990
ID       = 9990
Name     = "Help"
OwnPal   = 1
Size.XScale = 1
Size.YScale = 1
SuperMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999

[State -2,~楈椡MAX~]
Type     = VarSet
Trigger1 = RoundState <= 1
FV       = 4
Value    = 1000
IgnoreHitPause = 1
[State -2,~楈椡MAX埲忋偵側傜傊傫條偵~]
Type     = VarSet
Trigger1 = FVar(4) >= 1000
FV       = 4
Value    = 1000
IgnoreHitPause = 1
[State -2,~楈椡尭偭偰傞偲偒偺夞暅検~]
Type     = VarAdd
Trigger1 = (FVar(4) = [1,999]) && (Var(7) = 0)
FV       = 4
Value    = 3
IgnoreHitPause = 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
; 楈寕娭學
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~楈寕僄僼僃仚仚~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7005) = 0
Trigger1    = Var(8) >= 2
Anim        = 7005
ID          = 7005
Pos         = IfElse(TeamSide = 1, 28, 292),205
PosType     = Left
Facing      = IfElse(TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 1
BindTime    = -1
RemoveTime  = -1
Scale       = 0.5,0.5
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State -2,~楈寕僄僼僃徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Var(8) <= 1
Trigger3 = NumExplod(7005) >= 2
ID       = 7005

[State -2,~楈寕僄僼僃仚仛~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7006) = 0
Trigger1    = Var(8) = 1
Anim        = 7006
ID          = 7006
Pos         = IfElse(TeamSide = 1, 28, 292),205
PosType     = Left
Facing      = IfElse(TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 1
BindTime    = -1
RemoveTime  = -1
Scale       = 0.5,0.5
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State -2,~楈寕僄僼僃徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Var(8) != 1
Trigger3 = NumExplod(7006) >= 2
ID       = 7006

[State -2,~楈寕僄僼僃仛仛~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7007) = 0
Trigger1    = Var(8) <= 0
Anim        = 7007
ID          = 7007
Pos         = IfElse(TeamSide = 1, 28, 292),205
PosType     = Left
Facing      = IfElse(TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 1
BindTime    = -1
RemoveTime  = -1
Scale       = 0.5,0.5
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State -2,~楈寕僄僼僃徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Var(8) >= 1
Trigger3 = NumExplod(7007) >= 2
ID       = 7007

[State -2,~楈寕仚仚偑MAX~]
Type     = VarSet
Trigger1 = RoundState <= 1
Trigger2 = Var(8) >= 3
V        = 8
Value    = 2
IgnoreHitPause = 1
[State -2,~楈寕仛夞暅~]
Type     = VarAdd
Trigger1 = Var(9) >= 30
V        = 8
Value    = 1
IgnoreHitPause = 1
[State -2,~楈寕夞暅梡Hit悢栠偟~]
Type     = VarSet
Trigger1 = Var(9) >= 30
V        = 9
Value    = 0
IgnoreHitPause = 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
; 僌儗僀僘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~旘傃摴嬶柍岠~]
Type     = Helper
Trigger1 = StateNo = 50 && Var(1) != 0 && Vel Y <= 0
Trigger2 = StateNo = 100 || StateNo = 102 && AnimElem = 6, <= 0
Trigger3 = StateNo = 105 && Anim = 105 || StateNo = 107
Trigger4 = (StateNo = 500) && (Time = [1,12])
Trigger5 = (StateNo = 520) && (Time = [1,12])
Trigger6 = (Anim = 1000) && (Time = [16,38]) || (Anim = 1001) && (Time = [24,55])
Trigger7 = (Anim = 1031) && (Time = [14,15])
Trigger8 = (Anim = 3000) && (Time = [0,103]) || (Anim = 3001) && (Time = [0,165])
Stateno  = 9500
ID       = 9500
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 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
; 楈椡僎乕僕徚旓帪僞僀儉
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~楈椡巊偭偨僂僃僀僩~]
Type     = VarAdd
Trigger1 = Var(7) >= 1
V        = 7
Value    = -1
IgnoreHitPause = 1
[State -2,~亅偵側偭偰傕偒偭偲崲傜傫偗偳~]
Type     = VarSet
Trigger1 = Var(7) <= 0
V        = 7
Value    = 0
IgnoreHitPause = 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
; 僇乕僪慖戰
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~堧埲忋偠傖側偄偲崲傞(堧晞)~]
Type     = VarSet
Trigger1 = Var(51) <= 0
V        = 51
Value    = 1
IgnoreHitPause = 1
[State -2,~嶲埲壓偠傖側偄偲崲傞(堧晞)~]
Type     = VarSet
Trigger1 = Var(51) >= 4
V        = 51
Value    = 3
IgnoreHitPause = 1
[State -2,~堧埲忋偠傖側偄偲崲傞(擉晞)~]
Type     = VarSet
Trigger1 = Var(52) <= 0
V        = 52
Value    = 1
IgnoreHitPause = 1
[State -2,~嶲埲壓偠傖側偄偲崲傞(擉晞)~]
Type     = VarSet
Trigger1 = Var(52) >= 4
V        = 52
Value    = 3
IgnoreHitPause = 1

[State -2,~堧晞曄峏~]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdfwd" && Var(53) = 0
V        = 51
Value    = 1
IgnoreHitPause = 1
[State -2,~擉晞曄峏~]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdfwd" && Var(53) = 1
V        = 52
Value    = 1
IgnoreHitPause = 1

[State -2,~堧晞曄峏~]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdback" && Var(53) = 0
V        = 51
Value    = -1
IgnoreHitPause = 1
[State -2,~擉晞曄峏~]
Type     = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Command = "start" && Command = "holdback" && Var(53) = 1
V        = 52
Value    = -1
IgnoreHitPause = 1

[State -2,~搢偝傟偨傜擉晞傊曄峏~]
Type     = VarSet
Trigger1 = Var(50) = 0 && Lose != 0 && StateNo = 5150
V        = 50
Value    = 1
IgnoreHitPause = 1
[State -2,~堧晞偱偡~]
Type     = VarSet
Trigger1 = Var(59) = 0 && Var(5) = 1
Trigger1 = Command = "start" && Command = "holdup" && Var(53) = 1
V        = 53
Value    = 0
IgnoreHitPause = 1
[State -2,~擉晞偱偡~]
Type     = VarSet
Trigger1 = Var(50) = 1 && StateNo = 5900
Trigger2 = Var(59) = 0 && Var(5) = 1
Trigger2 = Command = "start" && Command = "holddown" && Var(53) = 0
V        = 53
Value    = 1
IgnoreHitPause = 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
; 僇乕僪愰尵惂屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~愰尵偱偒傞傛偵~]
Type     = VarSet
Trigger1 = RoundState <= 1
V        = 5
Value    = 0
IgnoreHitPause = 1

[State -2,~愰尵帪娫楇偵~]
Type     = VarSet
Trigger1 = RoundState <= 1
FV       = 5
Value    = 0
IgnoreHitPause = 1

[State -2,~愰尵偱偒側偄傛偵~]
Type     = VarSet
Trigger1 = FVar(5) <= -1
V        = 5
Value    = -1
IgnoreHitPause = 1
[State -2,~Time9999埲忋嬛巭~]
Type     = VarSet
Trigger1 = FVar(5) >= 10000
FV       = 5
Value    = 9999
IgnoreHitPause = 1

[State -2,~夞暅梡愒僶乕傒偨偄側偺~]
Type     = VarAdd
Trigger1 = StateNo != [120,159]
Trigger1 = GetHitVar(Damage) <= 19
FV       = 6
Value    = GetHitVar(Damage)/1.5
IgnoreHitPause = 1
[State -2,~愒僶乕傒偨偄側搝拞僟儊~]
Type     = VarAdd
Trigger1 = StateNo != [120,159]
Trigger1 = GetHitVar(Damage) = [20,174]
FV       = 6
Value    = GetHitVar(Damage)/2
IgnoreHitPause = 1
[State -2,~戝僟儊~]
Type     = VarAdd
Trigger1 = StateNo != [120,159]
Trigger1 = GetHitVar(Damage) >= 175
FV       = 6
Value    = GetHitVar(Damage)/2.5
IgnoreHitPause = 1
[State -2,~愒僶乕傒偨偄側搝Guard~]
Type     = VarAdd
Trigger1 = StateNo = [120,159]
FV       = 6
Value    = GetHitVar(Damage)/1.75
IgnoreHitPause = 1

[State -2,~愒僶乕偼楇偵~]
Type     = VarSet
Trigger1 = RoundState <= 1
Trigger2 = StateNo = 900 && AnimElem = 6,>= 2
FV       = 6
Value    = 0
IgnoreHitPause = 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
; 摿庩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~僾儘僕僃僸僢僩~]
Type     = Helper
Trigger1 = ProjHitTime(3021) = 0 && P2MoveType = H
Stateno  = 6030
ID       = 3029
OwnPal   = 1
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State -2,~僾儘僕僃僈乕僪~]
Type     = Helper
Trigger1 = ProjGuardedTime(3021) = 0 && P2MoveType = H
Stateno  = 6050
ID       = 6050
OwnPal   = 1
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State -2,~曗惓抣~]
Type     = VarAdd
Trigger1 = ProjHitTime(3021) = 0
FV       = 3
Value    = -.01
IgnoreHitPause = 1

[State -2,~堦墳寁嶼偟偲偔~]
Type     = VarSet
Trigger1 = 1
FV       = 7
Value    = EnemyNear,Pos X
IgnoreHitPause = 1
[State -2,~堦墳寁嶼偟偲偔~]
Type     = VarSet
Trigger1 = 1
FV       = 8
Value    = EnemyNear,Pos Y
IgnoreHitPause = 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
; 偄傠偄傠徚偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~巆憸偑偒傟傞~]
Type     = AfterImageTime
Trigger1 = MoveType = H
Trigger2 = StateNo = [0,49]
Trigger3 = StateNo = 52 || StateNo = 101
Trigger4 = StateNo = 102 && Anim = 110 && AnimElem = 12, >= 3
Trigger5 = StateNo = 107 && Anim = 115 && AnimElem = 12, >= 3
Trigger6 = StateNo = [200,3999]
Time     = 1

[State -2,~僈乕僪僆僽僕僃棫偪~]
Type     = RemoveExplod
Trigger1 = MoveType = H && StateNo != [120,159]
ID       = 150
[State -2,~僈乕僪僆僽僕僃偟傖偑傒~]
Type     = RemoveExplod
Trigger1 = MoveType = H && StateNo != [120,159]
ID       = 152
[State -2,~僈乕僪僆僽僕僃嬻拞~]
Type     = RemoveExplod
Trigger1 = MoveType = H && StateNo != [120,159]
ID       = 154
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僨僶僢僋昞帵
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,~昁廀昳~]
Type     = DisplayToClipboard
Trigger1 = 1
Text     = "Attack = %f, Reiryoku = %f, Time = %d, Bomb = %d"
Params   = FVar(3), FVar(4), Var(7), Var(8)
IgnoreHitPause = 1
;[State -2,~捛壛崁栚~]
;Type     = AppendToClipBoard
;Trigger1 = 1
;Text     = "\nLose = %d, Spell1 = %d, Spell2 = %d, SpellNo = %d "
;Params   = Var(50), Var(51), Var(52), Var(53)
;IgnoreHitPause = 1
[State -2,~偄傠偄傠挷傋偨偄~]
Type     = AppendToClipBoard
Trigger1 = 1
Text     = "\nNumHelper = %d, Enemy,NumHelper = %d, F.Time = %d, F.Limit = %f "
Params   = NumHelper, Enemy,NumHelper, Enemy,GetHitVar(Fall.RecoverTime), FVar(10)
IgnoreHitPause = 1