;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 Helper 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
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僈乕僪僄僼僃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 159]
Physics  = N
Anim     = 159
SprPriority = 2

[State 159,~StandGuard~]
Type     = BindToRoot
Trigger1 = Root,FVar(4) >= 0.000001
Trigger1 = Root,StateNo = 150 || Root,StateNo = 151
Time     = 1
Facing   = 1
Pos      = 30,-40
[State 159,~CrouchingGuard~]
Type     = BindToRoot
Trigger1 = Root,FVar(4) >= 0.000001
Trigger1 = Root,StateNo = 152 || Root,StateNo = 153
Time     = 1
Facing   = 1
Pos      = 30,-25
[State 159,~AirGuard~]
Type     = BindToRoot
Trigger1 = Root,FVar(4) >= 0.000001
Trigger1 = Root,StateNo = 154 || Root,StateNo = 155
Time     = 1
Facing   = 1
Pos      = 30,-35

[State 159,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 159,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 159,~崟偔~]
Type     = VarSet
Trigger1 = Root,FVar(4) >= 0.000001
Trigger1 = Root,StateNo = 150 || Root,StateNo = 152 || Root,StateNo = 154
V        = 0
Value    = 0
[State 159,~崟偔~]
Type     = VarAdd
Trigger1 = Root,FVar(4) <= 0
Trigger2 = Root,StateNo != [150,155]
V        = 0
Value    = 20

[State 159,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 159,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.75,1

[State 159,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 236
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 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 193]
Physics  = N
Anim     = 9999

[State 193,~僉儏僢~]
Type       = PlaySnd
TriggerAll = FVar(2) = 0.5
Trigger1   = Root,Command = "up"
Trigger2   = Root,Command = "down"
Value      = S2,10
Channel    = 0

[State 193,~儉僀僢~]
Type     = PlaySnd
Trigger1 = Var(1) = 1 || Var(2) = 1
Value    = S2,11
Channel  = 0

[State 193,~堧晞忋堏摦~]
Type     = VarSet
Trigger1 = Time = 0
V        = 50
Value    = IfElse(Root,TeamSide = 1, 30, -30)

[State 193,~暥帤 Ver.1~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(194) = 0
Trigger1    = Root,Var(51) = 2 && Root,Command = "up"
Trigger2    = Root,Var(51) = 1
Trans       = None
Anim        = 184
ID          = 194
PosType     = Left
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.2~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(195) = 0
Trigger1    = Root,Var(51) = 1 && Root,Command = "down"
Trigger2    = Root,Var(51) = 3 && Root,Command = "up"
Trigger3    = Root,Var(51) = 2
Trans       = None
Anim        = 185
ID          = 195
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.3~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(196) = 0
Trigger1    = Root,Var(51) = 2 && Root,Command = "down"
Trigger2    = Root,Var(51) = 3
Trans       = None
Anim        = 186
ID          = 196
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5

[State 193,~暥帤 Ver.4~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(197) = 0
Trigger1    = Root,Var(52) = 2 && Root,Command = "up"
Trigger2    = Root,Var(52) = 1
Trans       = None
Anim        = 187
ID          = 197
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.5~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(198) = 0
Trigger1    = Root,Var(52) = 1 && Root,Command = "down"
Trigger2    = Root,Var(52) = 3 && Root,Command = "up"
Trigger3    = Root,Var(52) = 2
Trans       = None
Anim        = 188
ID          = 198
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.6~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(199) = 0
Trigger1    = Root,Var(52) = 2 && Root,Command = "down"
Trigger2    = Root,Var(52) = 3
Trans       = None
Anim        = 189
ID          = 199
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5

[State 193,~堧晞忋堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(1) = 0 && StateTime <= 179
Trigger1   = Root,Var(51) = 2 && Root,Command = "up"
Trigger2   = Root,Var(51) = 3 && Root,Command = "up"
V          = 51
Value      = -1
[State 193,~堧晞壓堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(1) = 0 && StateTime <= 179
Trigger1   = Root,Var(51) = 1 && Root,Command = "down"
Trigger2   = Root,Var(51) = 2 && Root,Command = "down"
V          = 51
Value      = 1

[State 193,~堦斣忋傊~]
Type     = ParentVarSet
Trigger1 = Var(2) = -1
V        = 52
Value    = 1

[State 193,~擉晞忋堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(2) = 0
Trigger1   = Root,Var(52) = 2 && Root,Command = "up"
Trigger2   = Root,Var(52) = 3 && Root,Command = "up"
V          = 52
Value      = -1
[State 193,~擉晞壓堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(2) = 0
Trigger1   = Root,Var(52) = 1 && Root,Command = "down"
Trigger2   = Root,Var(52) = 2 && Root,Command = "down"
V          = 52
Value      = 1

[State 193,~偲傝偁偊偢楇偵~]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = 0
[State 193,~擉晞慖戰傊曄峏~]
Type     = VarAdd
Trigger1 = Var(1) >= 1
Trigger2 = Var(2) = -1 && Time <= 179 && Root,Command = "start"
V        = 1
Value    = 1

[State 193,~擉晞慖戰偝傟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Time = 0
V        = 2
Value    = -1
[State 193,~擉晞偵~]
Type     = VarSet
Trigger1 = Var(1) = 0 && Var(2) = -1 && Time = 210 || Var(1) = 40
V        = 2
Value    = 0
[State 193,~廔椆~]
Type     = VarAdd
Trigger1 = Var(2) >= 1
Trigger2 = Var(2) = 0 && Root,Command = "start"
V        = 2
Value    = 1

[State 193,~堧晞慖戰偝傟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Var(1) = 0 && Time = 220 || Var(2) = 0 && Var(1) >= 41 || Var(2) = 0 && Time <= 50 
V        = 1
Value    = -1

[State 193,~側傫偩偭偗?~]
Type     = VarAdd
Trigger1 = Var(2) = 0
V        = 3
Value    = 1

[State 193,~僇乕僪昗弨僒僀僘~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 1
Value    = 0.25
[State 193,~僇乕僪墶弅彫~]
Type     = VarAdd
Trigger1 = (Var(1) = [1,10]) || (Var(1) = 0) && (Time = [180,189])
Trigger2 = (Var(1) = [21,30]) || (Var(1) = 0) && (Time = [200,209])
Trigger3 = (Var(2) = [1,10]) || (Var(2) = 0) && (Time = [380,389])
Trigger4 = (Var(2) = [21,30]) || (Var(2) = 0) && (Time = [400,409])
FV       = 1
Value    = -0.025
[State 193,~僇乕僪墶怢傃~]
Type     = VarAdd
Trigger1 = (Var(1) = [11,20]) || (Var(1) = 0) && (Time = [190,199])
Trigger2 = (Var(1) = [31,40]) || (Var(1) = 0) && (Time = [210,219])
Trigger3 = (Var(2) = [11,20]) || (Var(2) = 0) && (Time = [390,399])
FV       = 1
Value    = 0.025

[State 193,~堧晞僇乕僪~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 191
Scale    = FVar(1),0.25
[State 193,~擉晞僇乕僪~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 192
Scale    = FVar(1),0.25
[State 193,~僇乕僪棤~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 193
Scale    = FVar(1),0.25

[State 193,~杮懱晛捠僒僀僘~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 2
Value    = 0.5

[State 193,~杮懱墶弅彫~]
Type     = VarAdd
Trigger1 = (Var(1) = [1,10]) || (Var(1) = 0) && (Time = [180,189])
Trigger2 = (Var(2) = [1,10]) || (Var(2) = 0) && (Time = [380,389])
FV       = 2
Value    = -0.05
[State 193,~杮懱墶怢傃~]
Type     = VarAdd
Trigger1 = (Var(1) = [31,40]) || (Var(1) = 0) && (Time = [210,219])
FV       = 2
Value    = 0.05

[State 193,~廲昗弨~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 3
Value    = 0.5
[State 193,~廲弅彫~]
Type     = VarSet
Trigger1 = (Var(2) = [21,30]) || (Var(2) = 0) && (Time = [400,409])
FV       = 3
Value    = -0.05

[State 193,~杮懱僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(2),FVar(3)

[State 193,~慖戰暥帤僒僀僘曄峏 Ver.1~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 194
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.2~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 195
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.3~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 196
Scale    = FVar(2),FVar(3)

[State 193,~慖戰暥帤僒僀僘曄峏 Ver.4~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 197
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.5~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 198
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.6~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 199
Scale    = FVar(2),FVar(3)

[State 193,~暥帤僒僀僘曄峏 Ver.1~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 184
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.2~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 185
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.3~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 186
Scale    = FVar(2),FVar(3)

[State 193,~暥帤僒僀僘曄峏 Ver.4~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 187
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.5~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 188
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.6~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 189
Scale    = FVar(2),FVar(3)

[State 193,~堧晞僇乕僪~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 191
ID          = 191
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = 0.25,0.25
SprPriority = 3
[State 193,~擉晞僇乕僪~]
Type        = Explod
Trigger1    = (Var(1) >= 30) || (Var(1) = 0) && Time >= 210
Trigger1    = NumExplod(192) = 0
Anim        = 192
ID          = 192
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = FVar(1),0.25
SprPriority = 3
[State 193,~僇乕僪棤~]
Type        = Explod
Trigger1    = (Var(1) = [10,29]) || (Var(2) = 10) || (Var(1) = 0) && (Time >= 190)
Trigger1    = NumExplod(193) = 0
Anim        = 193
ID          = 193
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = FVar(1),0.25
SprPriority = 3

[State 193,~暥帤 Ver.1~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(51) != 1
Trigger1    = NumExplod(184) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 184
ID          = 184
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 193,~暥帤 Ver.2~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(51) != 2
Trigger1    = NumExplod(185) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 185
ID          = 185
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 193,~暥帤 Ver.3~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(51) != 3
Trigger1    = NumExplod(186) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 186
ID          = 186
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4

[State 193,~暥帤 Ver.4~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(52) != 1
Trigger1    = NumExplod(187) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 187
ID          = 187
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4
[State 193,~暥帤 Ver.5~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(52) != 2
Trigger1    = NumExplod(188) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 188
ID          = 188
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4
[State 193,~暥帤 Ver.6~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(52) != 3
Trigger1    = NumExplod(189) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 189
ID          = 189
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4

[State 193,~堧晞僇乕僪徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 190 || Var(1) = 10
Trigger2 = Root,StateNo != [190,194]
ID       = 191
[State 193,~擉晞僇乕僪徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 390 || Var(2) >= 10
Trigger2 = Root,StateNo != [190,194]
ID       = 192

[State 193,~僇乕僪棤徚偟~]
Type     = RemoveExplod
Trigger1 = Time >= 210 && Time <= 389 || Var(1) >= 30 || Var(2) = 30
Trigger2 = Root,StateNo != [190,194]
ID       = 193

[State 193,~慖戰暥帤徚偟 Ver.1~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 1
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 194
[State 193,~慖戰暥帤徚偟 Ver.2~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 2
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 195
[State 193,~慖戰暥帤徚偟 Ver.3~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 3
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 196

[State 193,~慖戰暥帤徚偟 Ver.4~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) != 1
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 197
[State 193,~慖戰暥帤徚偟 Ver.5~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) != 2
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 198
[State 193,~慖戰暥帤徚偟 Ver.6~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) != 3
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 199

[State 193,~暥帤徚偟 Ver.1~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 1
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 184
[State 193,~暥帤徚偟 Ver.2~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 2
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 185
[State 193,~暥帤徚偟 Ver.3~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 3
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 186

[State 193,~暥帤徚偟 Ver.4~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) = 1
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 187
[State 193,~暥帤徚偟 Ver.5~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) = 2
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 188
[State 193,~暥帤徚偟 Ver.6~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) = 3
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 189

[State 193,~徚柵~]
Type     = DestroySelf
Trigger1 = NumExplod = 0
Trigger2 = Root,StateNo != [190,194]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擑抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 231]
MoveType    = A
Physics     = N
Anim        = 231
SprPriority = 3

[State 231,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = IsHelper(231) || IsHelper(232) || IsHelper(233) || IsHelper(234) || IsHelper(235) || IsHelper(236) || IsHelper(237)
Value    = 231
Elem     = IfElse(IsHelper(231), 1, IfElse(IsHelper(232), 2, IfElse(IsHelper(233), 3, IfElse(IsHelper(234), 4, IfElse(IsHelper(235), 5, IfElse(IsHelper(236), 6, 7))))))

[State 231,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = IsHelper(241) || IsHelper(242) || IsHelper(243) || IsHelper(244) || IsHelper(245) || IsHelper(246) || IsHelper(247)
Value    = 231
Elem     = IfElse(IsHelper(241), 1, IfElse(IsHelper(242), 2, IfElse(IsHelper(243), 3, IfElse(IsHelper(244), 4, IfElse(IsHelper(245), 5, IfElse(IsHelper(246), 6, 7))))))

[State 231,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 231,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256+Var(0),-Var(0)

[State 231,~摟柧壔~]
Type     = VarAdd
Trigger1 = Time >= 30
V        = 0
Value    = -25

[State 231,~堏摦懍搙~]
Type     = VelSet
Trigger1 = IsHelper(231) || IsHelper(232) || IsHelper(233) || IsHelper(234)
X        = 7*IfElse(IsHelper(231), Cos(37.5*Pi/180), IfElse(IsHelper(232), Cos(25*Pi/180), IfElse(IsHelper(233), Cos(12.5*Pi/180), Cos(0*Pi/180))))
Y        = -7*IfElse(IsHelper(231), Sin(37.5*Pi/180), IfElse(IsHelper(232), Sin(25*Pi/180), IfElse(IsHelper(233), Sin(12.5*Pi/180), Sin(0*Pi/180))))

[State 231,~堏摦懍搙~]
Type     = VelSet
Trigger1 = IsHelper(235) || IsHelper(236) || IsHelper(237)
X        = 7*IfElse(IsHelper(235), Cos(-12.5*Pi/180), IfElse(IsHelper(236), Cos(-25*Pi/180), Cos(-37.5*Pi/180)))
Y        = -7*IfElse(IsHelper(235), Sin(-12.5*Pi/180), IfElse(IsHelper(236), Sin(-25*Pi/180), Sin(-37.5*Pi/180)))

[State 231,~堏摦懍搙~]
Type     = VelSet
Trigger1 = IsHelper(241) || IsHelper(242) || IsHelper(243) || IsHelper(244)
X        = 7*IfElse(IsHelper(241), Cos(18*Pi/180), IfElse(IsHelper(242), Cos(12*Pi/180), IfElse(IsHelper(243), Cos(6*Pi/180), Cos(0*Pi/180))))
Y        = -7*IfElse(IsHelper(241), Sin(18*Pi/180), IfElse(IsHelper(242), Sin(12*Pi/180), IfElse(IsHelper(243), Sin(6*Pi/180), Sin(0*Pi/180))))

[State 231,~堏摦懍搙~]
Type     = VelSet
Trigger1 = IsHelper(245) || IsHelper(246) || IsHelper(247)
X        = 7*IfElse(IsHelper(245), Cos(-6*Pi/180), IfElse(IsHelper(246), Cos(-12*Pi/180), Cos(-18*Pi/180)))
Y        = -7*IfElse(IsHelper(245), Sin(-6*Pi/180), IfElse(IsHelper(246), Sin(-12*Pi/180), Sin(-18*Pi/180)))

[State 231,~擑岝~]
Type        = Explod
Trigger1    = Time%4 = 0 && Time <= 35
Anim        = 231+AnimElemNo(0)
ID          = 232
PosType     = P1
Pos         = 0,-6+Random%12
Vel         = 0,1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 3

[State 231,~妏搙~]
Type     = AngleSet
Trigger1 = (Vel X != 0)
Value    = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X <0)*180)
IgnoreHitPause = 1

[State 231,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5,0.5

[State 231,~峌寕帪娫廔椆~]
Type      = StateTypeSet
Trigger1  = Time >= 30
MoveType  = I

[State 231,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 231,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 1 && !MoveContact
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Light
Damage                     = 10
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 10
Ground.HitTime             = 12
Air.HitTime                = 12
Ground.Velocity            = -5,0
Air.Velocity               = -3,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(20*Root,FVar(10)) <= 15, 15, Ceil(20*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 0

[State 231,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 231,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 231,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 231,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1
Persistent = 0
[State 231,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.02*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 231,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 40
Trigger2 = MoveContact
Trigger3 = FrontEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 慁晽抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 241]
MoveType    = A
Physics     = N
Anim        = IfElse(IsHelper(241), 241, 641)
VelSet      = 0,0
SprPriority = 3

[State 241,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0 
Trigger1 = IsHelper(241) || IsHelper(641)
X        = 15

[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(441)
X        = 15*Cos(30*Pi/180)
Y        = -15*Sin(30*Pi/180)

[State 241,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = Vel X >= 3
Trigger1 = IsHelper(241) || IsHelper(641)
X        = -1
[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Vel X <= 2
Trigger1 = IsHelper(241) || IsHelper(641)
X        = 1.5

[State 241,~曗惓抣~]
Type     = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(441)
FV       = 10
Value    = Vel X
[State 241,~曗惓抣~]
Type     = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(441)
FV       = 11
Value    = Vel Y

[State 241,~堏摦懍搙~]
Type     = VelAdd
Trigger1 = Vel X >= 1.5
Trigger1 = IsHelper(441)
X        = - FVar(10)*0.1
Y        = - FVar(11)*0.1

[State 241,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 241,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time = 1
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 55
PauseTime                  = 0,0
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            = -7,0
Air.Velocity               = -2,-6
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(10)) <= 15, 15, Ceil(40*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 40,40
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 241,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 241,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 241,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 241,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.2
IgnoreHitPause = 1
Persistent = 0
[State 241,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.2*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 241,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = AnimTime = 0 || MoveContact >= 2
Trigger3 = FrontEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 徴寕攇
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 251]
MoveType    = A
Physics     = N
Anim        = 251
SprPriority = 3

[State 251,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 251,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 251,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 1 && !MoveContact
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 50
PauseTime                  = 0,0
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            = -7,-4
Air.Velocity               = -7,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(30*Root,FVar(10)) <= 15, 15, Ceil(30*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 60,60
Hitonce                    = 1
NumHits                    = 0

[State 251,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 251,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 251,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 251,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 251,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 251,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = AnimTime = 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
; 婥抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 431]
MoveType    = A
Physics     = N
Anim        = 431
VelSet      = 0,0
SprPriority = 3

[State 431,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 431,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256+Var(1),256

[State 431,~摟柧壔~]
Type     = VarAdd
Trigger1 = Var(10) = 1
V        = 1
Value    = -25

[State 431,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0
X        = 10

[State 431,~堏摦懍搙~]
Type     = VelMul
Trigger1 = Vel X > 1
X        = 0.94

[State 431,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Vel X <= 1.0
X        = 1

[State 431,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Var(10) = 1
X        = 0

[State 431,~曄悢憹尭~]
Type     = VarAdd
Trigger1 = Time = [0,59]
FV       = 0
Value    = -.05

[State 431,~曄悢憹尭~]
Type     = VarSet
Trigger1 = Time%6 = 0
Trigger1 = Time = [0,59]
FV       = 0
Value    = 1

[State 431,~曄悢憹尭~]
Type     = VarAdd
Trigger1 = Var(10) = 1
FV       = 0
Value    = .3

[State 431,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1+FVar(0),1+FVar(0)

[State 431,~抏丠~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Effect"
Stateno  = 432
ID       = 431
Pos      = -10,0
PosType  = P1
OwnPal   = 1

[State 431,~敪幩岥~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Effect"
Stateno  = 432
ID       = 432
Pos      = -6,0
PosType  = P1
OwnPal   = 1

[State 431,~敪幩岥~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Effect"
Stateno  = 432
ID       = 433
Pos      = -6,0
PosType  = P1
OwnPal   = 1

[State 431,~儕儞僌2~]
Type     = Helper
Trigger1 = Var(10) = 0 && Time%10 = 0 && Time <= 50
Name     = "Effect"
Stateno  = 433
ID       = 433
Pos      = 0,0
PosType  = P1
OwnPal   = 1

[State 431,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 431,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time = 1 || Var(11) = 3 || Var(11) = 6
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 20
PauseTime                  = 0,0
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               = -3,-6
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(10)) <= 15, 15, Ceil(40*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 20,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 431,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1

[State 431,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 431,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 431,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1
[State 431,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.02*Root,FVar(11)
IgnoreHitPause = 1

[State 431,~曄悢憹尭~]
Type     = VarSet
Trigger1 = Time >= 60 && Var(10) = 0
V        = 12
Value    = 1
Persistent = 0

[State 431,~曄悢憹尭~]
Type     = VarSet
Trigger1 = Time >= 60
Trigger2 = MoveContact
V        = 10
Value    = 1
Persistent = 0
[State 431,~曄悢憹尭~]
Type     = VarAdd
Trigger1 = Var(10) >= 1
V        = 11
Value    = 1

[State 431,~僸僢僩偟偰側偄忬懺偵~]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 431,~峌寕帪娫廔椆~]
Type     = StateTypeSet
Trigger1 = Var(11) >= 9
Trigger2 = Var(12) = 1
MoveType = I

[State 431,~敾掕嫄戝壔~]
Type     = ChangeAnim
Trigger1 = Var(10) = 1
Value    = Anim
Elem     = 2

[State 431,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Var(1) <= -231
Trigger3 = FrontEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 婥抏  敪幩岥
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 432]
Physics = N
Anim    = IfElse(IsHelper(432), 432, IfElse(IsHelper(433), 433, 431))
SprPriority = 3

[State 432,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 432,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 432,~敪幩岥~]
Type        = Explod
Trigger1    = Time = 0 && IsHelper(432)
Anim        = 432
ID          = 432
PosType     = P1
Pos         = 0,0
Facing      = -1
BindTime    = -1
Scale       = 0.1+FVar(0),0.25+FVar(1)
SprPriority = 3
[State 432,~敪幩岥~]
Type        = Explod
Trigger1    = Time = 0 && IsHelper(432)
Anim        = 432
ID          = 432
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = -1
BindTime    = -1
Scale       = 0.1+FVar(0),0.25+FVar(1)
SprPriority = 3
[State 432,~敪幩岥~]
Type        = Explod
Trigger1    = Time = 0 && IsHelper(432)
Anim        = 432
ID          = 432
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = -1
BindTime    = -1
Scale       = 0.1+FVar(0),0.25+FVar(1)
SprPriority = 3

[State 432,~僒僀僘曄峏~]
Type     = ModifyExplod
Trigger1 = IsHelper(432)
ID       = 432
Scale    = 0.1+FVar(0),0.25+FVar(1)

[State 432,~斀揮~]
Type     = Turn
Trigger1 = Time = 0 && IsHelper(433)

[State 432,~惵~]
Type     = VarAdd
Trigger1 = Time = 20 && Var(0) >= -246 && IsHelper(431)
V        = 0
Value    = -128
[State 432,~愒丒椢~]
Type     = VarAdd
Trigger1 = Time = 20 && Var(1) >= -242 && IsHelper(431)
V        = 1
Value    = -128

[State 432,~惵~]
Type     = VarAdd
Trigger1 = Time >= 20 && Var(0) >= -246 && IsHelper(431)
V        = 0
Value    = -10
[State 432,~愒丒椢~]
Type     = VarAdd
Trigger1 = Time >= 20 && Var(1) >= -242 && IsHelper(431)
V        = 1
Value    = -10

[State 432,~惵~]
Type     = VarAdd
Trigger1 = Var(0) >= -246 && IsHelper(432)
V        = 0
Value    = -4
[State 432,~愒丒椢~]
Type     = VarAdd
Trigger1 = Var(1) >= -242 && IsHelper(432)
V        = 1
Value    = -7

[State 432,~惵~]
Type     = VarAdd
Trigger1 = Var(0) >= -244 && IsHelper(433)
V        = 0
Value    = -6
[State 432,~愒丒椢~]
Type     = VarAdd
Trigger1 = Var(1) >= -240 && IsHelper(433)
V        = 1
Value    = -6

[State 432,~怓曄偊~]
Type     = PalFx
Trigger1 = IsHelper(431) || IsHelper(432)
Time     = 1
Mul      = 256+Var(1),256+Var(1),256+Var(0)
[State 432,~怓曄偊~]
Type     = PalFx
Trigger1 = IsHelper(433)
Time     = 1
Mul      = 256+Var(1),256+Var(1),256+Var(0)

[State 432,~X Scale~]
Type     = VarAdd
Trigger1 = IsHelper(431)
FV       = 0
Value    = 0.05

[State 432,~X Scale~]
Type     = VarAdd
Trigger1 = IsHelper(432) || IsHelper(433)
FV       = 0
Value    = 0.005
[State 432,~Y Scale~]
Type     = VarAdd
Trigger1 = IsHelper(432) || IsHelper(433)
FV       = 1
Value    = 0.01

[State 431,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(431)
Scale    = 1+FVar(0),1+FVar(0)
[State 432,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(432)
Scale    = 0.1+FVar(0),0.25+FVar(1)
[State 432,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(433)
Scale    = 0.005+FVar(0),0.1+FVar(1)

[State 432,~夋憸徚嫀~]
Type     = RemoveExplod
Trigger1 = IsHelper(432) && Var(0) <= -232
ID       = 432

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 432,~徚嫀~]
Type     = DestroySelf
Trigger1 = Var(0) <= -246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 婥抏  僆乕儔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 433]
Physics = N
Anim    = 433
SprPriority = 2

[State 433,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 433,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 433,~惵~]
Type     = VarAdd
Trigger1 = Var(0) >= -232
V        = 0
Value    = -18
[State 433,~愒丒椢~]
Type     = VarAdd
Trigger1 = Var(1) >= -116
V        = 1
Value    = -8

[State 433,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 128+Var(1),128+Var(1),256+Var(0)

[State 433,~Y 儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,200

[State 433,~Y Scale~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = Var(2)*0.001

[State 433,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.025

[State 433,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05

[State 433,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = 0+Random%359

[State 433,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0+FVar(0),0+FVar(1)

[State 433,~徚嫀~]
Type     = DestroySelf
Trigger1 = Var(0) <= -232
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 婥拰
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 451]
MoveType = A
Physics  = N
Anim     = 451
SprPriority = 2

[State 451,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 451,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 433,~椢~]
Type     = VarAdd
Trigger1 = Time >= 8 && Var(0) >= -239
V        = 0
Value    = -17
[State 433,~愒丒惵~]
Type     = VarAdd
Trigger1 = Time >= 8 && Var(1) >= -236
V        = 1
Value    = -20

[State 433,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 256+Var(1),256+Var(0),256+Var(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 451,~敋敪~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 452
ID          = 452
PosType     = P1
Pos         = 0,0
BindTime    = -1
OwnPal      = 1
Scale       = 0.5+FVar(0),0.5+FVar(0)
SprPriority = 3

[State 451,~僒僀僘曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 452
Scale    = 0.5+FVar(0),0.5+FVar(0)

[State 451,~拰擉~]
Type        = Explod
Trigger1    = Time = 4
Anim        = 453
ID          = 453
PosType     = P1
Pos         = 0,0
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5+FVar(1)
SprPriority = 3

[State 451,~僒僀僘曄峏~]
Type     = ModifyExplod
Trigger1 = Time >= 4
ID       = 453
Scale    = 0.5,0.5+FVar(1)

[State 451,~敋敪擉~]
Type        = Explod
Trigger1    = Time = 4
Anim        = 454
ID          = 454
PosType     = P1
Pos         = 0,0
BindTime    = -1
OwnPal      = 1
Scale       = 0.5+FVar(2),0.5+FVar(2)
SprPriority = 3

[State 451,~僒僀僘曄峏~]
Type     = ModifyExplod
Trigger1 = Time >= 4
ID       = 454
Scale    = 0.3+FVar(2),0.3+FVar(2)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 451,~Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.025

[State 451,~Scale~]
Type     = VarAdd
Trigger1 = Time >= 5
FV       = 1
Value    = 0.025

[State 451,~Scale~]
Type     = VarAdd
Trigger1 = Time >= 5
FV       = 2
Value    = 0.025

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 451,~Scale~]
Type     = VarAdd
Trigger1 = Time >= 4
FV       = 3
Value    = 0.025

[State 451,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5-FVar(3),0.5+FVar(3)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 451,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 451,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time = 4
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 50
PauseTime                  = 0,0
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            = -2,-4
Air.Velocity               = -2,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(10)) <= 15, 15, Ceil(40*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 40,40
Hitonce                    = 1
NumHits                    = 0

[State 451,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 451,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6020
ID       = 6021
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 451,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 451,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0
[State 451,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.15*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 451,~徚嫀~]
Type     = DestroySelf
Trigger1 = Time >= 80
Trigger2 = AnimTime = 0
Trigger3 = FVar(3) >= 0.5
;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
; 嬻拞 対 嬍僄僼僃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 601]
Physics  = N
Anim     = 601
SprPriority = 3

[State 601,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 601,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 601,~偔偭偮偔~]
Type     = BindToRoot
Trigger1 = AnimElem = 18,<= 0
Time     = 999
Facing   = 1
Pos      = 15,-52
[State 601,~偔偭偮偔~]
Type     = BindToRoot
Trigger1 = AnimElem = 18,>= 0
Time     = 999
Facing   = 1
Pos      = 63,-102

[State 601,~僒僀僘曄峏~]
Type     = VarAdd
Trigger1 = AnimElem = 18,>= 1 && Root,HitPauseTime = 0
FV       = 0
Value    = -.1

[State 601,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.75+FVar(0),0.75+FVar(0)

[State 601,~僸僢僩億乕僘~]
Type     = ChangeAnim
Trigger1 = Root,HitPauseTime >= 1
Value    = Anim
Elem     = AnimElemNo(0)

[State 601,~徚柵~]
Type     = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = FVar(0) <= -0.8
Trigger3 = Root,StateNo != 600
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 梿岝曕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1001]
Physics     = N
Anim        = 1004
SprPriority = 3

[State 1001,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 1001,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256+Var(0),256

[State 1001,~僒僀僘曄峏~]
Type     = VarAdd
Trigger1 = Time >= 9
V        = 0
Value    = -16

[State 1001,~僒僀僘曄峏~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = .1+FVar(1)
[State 1001,~僒僀僘曄峏~]
Type     = VarAdd
Trigger1 = Time <= 4
FV       = 1
Value    = IfElse(Time <= 3, -.01, -.04)

[State 1001,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.2+FVar(0)*0.5,0.375+FVar(0)

[State 1001,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 100
Trigger2 = Var(0) <= -240
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 峠朇
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1011]
MoveType    = I
Physics     = N
Anim        = IfElse(IsHelper(1011), 1012, IfElse(IsHelper(1012), 1013, 1014))
SprPriority = 3

[State 1011,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 1011,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 1011,~愒~]
Type     = VarAdd
Trigger1 = !IsHelper(1013)
Trigger1 = Time >= 8 && Var(0) >= -239
V        = 0
Value    = -17
[State 1011,~椢丒惵~]
Type     = VarAdd
Trigger1 = !IsHelper(1013)
Trigger1 = Time >= 8 && Var(1) >= -230
V        = 1
Value    = -26

[State 1011,~愒~]
Type     = VarAdd
Trigger1 = IsHelper(1013)
Trigger1 = Time >= 1 && Var(0) >= -239
V        = 0
Value    = -17
[State 1011,~椢丒惵~]
Type     = VarAdd
Trigger1 = IsHelper(1013)
Trigger1 = Time >= 1 && Var(1) >= -236
V        = 1
Value    = -20

[State 1011,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 256+Var(0),256+Var(1),256+Var(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 1011,~Scale~]
Type     = VarAdd
Trigger1 = !IsHelper(1013)
FV       = 3
Value    = 0.05
[State 1011,~Scale~]
Type     = VarAdd
Trigger1 = IsHelper(1013)
FV       = 3
Value    = 0.1

[State 1011,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = !IsHelper(1013)
Scale    = 0.125+FVar(3)/2,0.25+FVar(3)
Value    = 30
[State 1011,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(1013)
Scale    = 0.125+FVar(3)/2,0.25+FVar(3)
Value    = 30

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 1011,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 75
Trigger2 = Var(0) <= -239
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 墿恔媟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1021]
MoveType    = A
Physics     = N
Anim        = IfElse(IsHelper(1021), 1022, 1023)
VelSet      = 0,0
SprPriority = -5

[State 1021,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 1021,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256+Var(0),256

[State 1021,~摟柧壔~]
Type     = VarAdd
Trigger1 = Time >= 21
V        = 0
Value    = -16

[State 1021,~Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 3
Value    = 0.05+FVar(5)
[State 1021,~Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 4
Value    = 0.025+FVar(6)

[State 1021,~Scale~]
Type     = VarAdd
Trigger1 = FVar(5) >= -0.040
FV       = 5
Value    = -0.008
[State 1021,~Scale~]
Type     = VarAdd
Trigger1 = FVar(6) >= -0.020
FV       = 6
Value    = -0.004

[State 1021,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1+FVar(3),0.1+FVar(4)

[State 1021,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 1021,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Anim = 1022 && Time = 1
Attr                       = S, ST
HitFlag                    = M
GuardFlag                  = L
AnimType                   = Hard
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 32
Ground.HitTime             = 36
Air.HitTime                = 36
Guard.SlideTime            = 16
Guard.HitTime              = 18
Ground.Velocity            = -7,0
Air.Velocity               = -7,0
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(10)) <= 15, 15, Ceil(40*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 60,60
Hitonce                    = 1
NumHits                    = 0
SprPriority                = -5

[State 1021,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Anim = 1023 && Time = 1
Attr                       = S, ST
HitFlag                    = M
GuardFlag                  = L
AnimType                   = Hard
Damage                     = 50
PauseTime                  = 0,0
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            = -0.5,-8
Guard.Velocity             = -8
Air.Velocity               = -0.5,-8
AirGuard.Velocity          = -3,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(60*Root,FVar(10)) <= 15, 15, Ceil(60*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 60,60
Hitonce                    = 1
NumHits                    = 0
SprPriority                = -5

[State 1021,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 1021,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Hit"
Stateno  = 6020
ID       = 0
Pos      = 0,0
PosType  = P1
OwnPal   = 1
[State 1021,~僸僢僩~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 1022
ID       = 6021
Pos      = 0,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
Persistent = 0

[State 1021,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 1021,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.1*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 1021,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Var(0) <= -240
;Trigger3 = Root,MoveType = H
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; ?????
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 1022]
Physics     = N
Anim        = 9999
SprPriority = 0

[State 1022,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 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
; 岝晞乽壺岝嬍乿  抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3011]
MoveType    = A
Physics     = N
Anim        = 431
SprPriority = 4

[State 3011,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = Time = 40
Value    = 3014
Elem     = 1

[State 3011,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3011,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3011,~懍搙~]
Type     = VelSet
Trigger1 = Time >= 52
X        = 5

[State 3011,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = Time = 0
Time     = 1
Facing   = 1
Pos      = 50,-50

[State 3011,~惵~]
Type     = VarAdd
Trigger1 = Time >= 5
V        = 0
Value    = 12
[State 3011,~愒丒椢~]
Type     = VarAdd
Trigger1 = Time >= 5
V        = 1
Value    = 9

[State 3011,~怓曄偊~]
Type     = PalFx
Trigger1 = Var(0) <= 239
Time     = 1
Mul      = 0+Var(1),0+Var(1),50+Var(0)
[State 3011,~怓曄偊~]
Type     = PalFx
Trigger1 = Var(0) >= 240
Time     = 1
Mul      = 256,256,256

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3011,~曄悢憹尭~]
Type     = VarAdd
Trigger1 = Time >= 52
FV       = 0
Value    = -.005

[State 3011,~曄悢憹尭~]
Type     = VarSet
Trigger1 = Time%6 = 0
Trigger1 = Time >= 42
Trigger2 = Time = 40
FV       = 0
Value    = 0

[State 3011,~Scale~]
Type     = VarAdd
Trigger1 = Time <= 39
Trigger1 = FVar(0) <= 1.98
FV       = 0
Value    = 0.05

[State 3011,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Time <= 39
Scale    = 0+FVar(0),0+FVar(0)
[State 3011,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Time >= 40
Scale    = 0.35+FVar(0),0.35+FVar(0)

[State 3011,~儕儞僌2~]
Type     = Helper
Trigger1 = Var(10) = 0 && Time%6 = 0 && Time >= 52
Name     = "Effect"
Stateno  = 3014
ID       = 3014
Pos      = 0,0
PosType  = P1
OwnPal   = 1

[State 3011,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3011,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 52 && Time%2 = 0
Attr                       = S, HP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 20
PauseTime                  = 0,10
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            = -2,-6
Air.Velocity               = -2,-6
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(80*Root,FVar(10)) <= 20, 20, Ceil(80*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 3011,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit = 1 && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1

[State 3011,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit = 1 && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6020
ID       = 6021
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 3011,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded = 1 && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 3011,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit = 1
FV       = 3
Value    = -.04
IgnoreHitPause = 1
[State 3011,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit = 1
FV       = 10
Value    = -.04*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 3011,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 300
Trigger2 = Time <= 52 && Root,MoveType = H
Trigger3 = FrontEdgeBodyDist <= -80
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬌岝乽壺尩柧惎乿  抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3012]
MoveType    = A
Physics     = N
Anim        = 3015
SprPriority = 4

[State 3012,~傆偀偄偊傞傫~]
Type     = VarAdd
Trigger1 = Root,Anim = 3013 && Root,AnimElem = 3
Trigger2 = Var(50) >= 1
V        = 50
Value    = 1

[State 3012,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = Var(50) = 1
Value    = Anim
Elem     = 2

[State 3012,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3012,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3012,~懍搙~]
Type     = VelSet
Trigger1 = Var(50) = 1
X        = 10

[State 3012,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = Var(50) = 0
Time     = 1
Facing   = 1
Pos      = 50,-50

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3012,~曄悢憹尭~]
Type     = VarAdd
Trigger1 = Var(50) >= 1
FV       = 0
Value    = -.005

[State 3012,~曄悢憹尭~]
Type     = VarSet
Trigger1 = Var(50)%6 = 1
Trigger1 = Var(50) >= 1
Trigger2 = Time = 40
FV       = 0
Value    = 0

[State 3012,~Scale~]
Type     = VarAdd
Trigger1 = Time <= 39
Trigger1 = FVar(0) <= 0.49125
FV       = 0
Value    = 0.00875

[State 3012,~妏搙曄峏~]
Type     = AngleSet
Trigger1 = 1
Value    = IfElse(Var(50) = 0, Random%359, 0)

[State 3012,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Time <= 39
Scale    = 0+FVar(0),0+FVar(0)
[State 3012,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Time >= 40
Scale    = IfElse(Var(50) = 0, 0.25+FVar(0), 0.5+FVar(0)),IfElse(Var(50) = 0, 0.25+FVar(0), 0.5+FVar(0))

[State 3012,~儕儞僌2~]
Type     = Helper
Trigger1 = Var(50)%6 = 1 && Var(50) >= 1
Name     = "Effect"
Stateno  = 3015
ID       = 3015
Pos      = 0,0
PosType  = P1
OwnPal   = 1

[State 3012,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3012,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 52 && Time%2 = 0 && Var(50) = 0
Attr                       = S, HP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 10
PauseTime                  = 0,0
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               = -2,-6
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(80*Root,FVar(10)) <= 20, 20, Ceil(80*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 3012,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time%2 = 0 && Var(50) >= 1
Attr                       = S, HP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Hard
Damage                     = 25
PauseTime                  = 0,10
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            = -2,-8
Air.Velocity               = -2,-8
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(80*Root,FVar(10)) <= 20, 20, Ceil(80*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 3012,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit = 1 && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1

[State 3012,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit = 1 && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6020
ID       = IfElse(Var(50) = 0, 6040, 6021)
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 3012,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded = 1 && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 3012,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit = 1
FV       = 3
Value    = IfElse(Var(50) = 0, -.01, -.04)
IgnoreHitPause = 1
[State 3012,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit = 1
FV       = 10
Value    = IfElse(Var(50) = 0, -.01, -.04)*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 3012,~媈帡僸僢僩僶僢僋~]
Type     = ParentVarSet
Trigger1 = Var(50) = 0 && MoveContact
Trigger1 = EnemyNear,StateType != A && EnemyNear,BackEdgeBodyDist <= 10
FV       = 9
Value    = IfElse(MoveContact >= 2, 0, -6)
IgnoreHitPause = 1
[State 3012,~媈帡僸僢僩僶僢僋~]
Type     = ParentVarSet
Trigger1 = Var(50) = 1
FV       = 9
Value    = 0
IgnoreHitPause = 1

[State 3012,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 300
Trigger2 = Var(50) = 0 && Root,MoveType = H
Trigger3 = FrontEdgeBodyDist <= -80
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 岝晞乽壺岝嬍乿丒嬌岝乽壺尩柧惎乿  抏惗惉
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3013]
Physics     = N
Anim        = 9999
SprPriority = 5

[State 3013,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = IsHelper(3013) && Time = 0
Value    = 3014
Elem     = 2
[State 3013,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = IsHelper(3014) && Time = 0
Value    = 3014
Elem     = 3

[State 3013,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = IsHelper(3015) && Time = 0
Value    = 3016
[State 3013,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = IsHelper(3016) && Time = 0
Value    = 3017

[State 3013,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3013,~摟柧搙~]
Type     = Trans
Trigger1 = IsHelper(3013) && Time <= 12
Trigger2 = IsHelper(3014) && Time <= 24
Trigger3 = IsHelper(3015)
Trigger4 = IsHelper(3016)
Trans    = AddAlpha
Alpha    = 0+Var(10),256
[State 3013,~摟柧搙~]
Type     = Trans
Trigger1 = IsHelper(3013) && Time >= 13
Trigger2 = IsHelper(3014) && Time >= 25
Trans    = Add

[State 3013,~敿摟柧~]
Type     = VarAdd
Trigger1 = IsHelper(3013) && Time <= 12
Trigger2 = IsHelper(3015) && Time <= 12
V        = 10
Value    = 20
[State 3013,~敿摟柧~]
Type     = VarAdd
Trigger1 = IsHelper(3014) && Time <= 24
Trigger2 = IsHelper(3016) && Time <= 24
V        = 10
Value    = 10

[State 3013,~敿摟柧~]
Type     = VarAdd
Trigger1 = IsHelper(3015) && Time >= 45
Trigger2 = IsHelper(3016) && Time >= 45
V        = 10
Value    = -10

[State 3013,~惵~]
Type     = VarAdd
Trigger1 = IsHelper(3013) || IsHelper(3014)
Trigger1 = Time >= 45 && Var(0) <= 249
V        = 0
Value    = 7
[State 3013,~愒丒椢~]
Type     = VarAdd
Trigger1 = IsHelper(3013) || IsHelper(3014)
Trigger1 = Time >= 45 && Var(1) <= 244
V        = 1
Value    = 12

[State 3013,~怓曄偊~]
Type     = PalFx
Trigger1 = IsHelper(3013) || IsHelper(3014)
Time     = 1
Mul      = 256-Var(1),256-Var(1),256-Var(0)

[State 3013,~Scale X~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = IfElse(IsHelper(3013), -0.0025,IfElse(IsHelper(3015), -0.0025, -0.0075*Time/15))
[State 3013,~Scale Y~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = IfElse(IsHelper(3013), -0.005, IfElse(IsHelper(3015), -0.005, -0.0125*Time/15))

[State 3013,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(3013) || IsHelper(3015)
Scale    = 0.25+FVar(0),0.5+FVar(1)
[State 3013,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(3014) || IsHelper(3016)
Scale    = 0.75+FVar(0),1.25+FVar(1)

[State 3013,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = FVar(1) <= -0.5
Trigger2 = IsHelper(3013) || IsHelper(3015)
Trigger3 = FVar(1) <= -1.25
Trigger3 = IsHelper(3014) || IsHelper(3016)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 岝晞乽壺岝嬍乿  僆乕儔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3014]
Physics = N
Anim    = 433
SprPriority = 2

[State 3014,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3014,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3014,~惵~]
Type     = VarAdd
Trigger1 = Var(0) >= -244
V        = 0
Value    = -12
[State 3014,~愒丒椢~]
Type     = VarAdd
Trigger1 = Var(1) >= -238
V        = 1
Value    = -18

[State 3014,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 256+Var(1),256+Var(1),256+Var(0)

[State 3014,~Y 儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,200

[State 3014,~Y Scale~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = Var(2)*0.001

[State 3014,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.025

[State 3014,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05

[State 3014,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = 0+Random%359

[State 3014,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0+FVar(0),0+FVar(1)

[State 3014,~徚嫀~]
Type     = DestroySelf
Trigger1 = Var(0) <= -244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬌岝乽壺尩柧惎乿  僆乕儔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3015]
Physics = N
Anim    = 3018
SprPriority = 2

[State 3015,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3015,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Time*10,256

[State 3015,~Y 儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,200

[State 3015,~Y Scale~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = Var(2)*0.001

[State 3015,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.025

[State 3015,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05

[State 3015,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = 0+Random%359

[State 3015,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0+FVar(0),0+FVar(1)

[State 3015,~徚嫀~]
Type     = DestroySelf
Trigger1 = Time >= 25
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 壺晞乽攋嶳朇乿丒嶰壺乽曵嶳嵤嬌朇乿  拞怱嬍
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3021]
Physics     = N
Anim        = 3023
SprPriority = 4

[State 3021,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3021,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Time*10,256

[State 3021,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.005

[State 3021,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.005

[State 3021,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5+FVar(0),0.5+FVar(1)

[State 3021,~徚嫀~]
Type     = DestroySelf
Trigger1 = Time >= 25
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 壺晞乽攋嶳朇乿丒嶰壺乽曵嶳嵤嬌朇乿  儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3022]
Physics     = N
Anim        = 3024
SprPriority = 4

[State 3022,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3022,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(0),256

[State 3022,~Y Scale~]
Type     = VarAdd
Trigger1 = Time >= 12
V        = 0
Value    = 10

[State 3022,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.1+FVar(2)

[State 3022,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.4+FVar(3)

[State 3022,~X Scale~]
Type     = VarAdd
Trigger1 = Time <= 8
FV       = 2
Value    = -0.010
[State 3022,~Y Scale~]
Type     = VarAdd
Trigger1 = Time <= 8
FV       = 3
Value    = -0.04

[State 3022,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3022)
Value    = 45
[State 3022,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3025)
Value    = -45

[State 3022,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3023)
Value    = 0
[State 3022,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3024)
Value    = 10

[State 3022,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0+FVar(0),0+FVar(1)

[State 3022,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 250
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嵤旘乽旘嵤隳廟乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3201]
Physics     = N
Anim        = 3018
SprPriority = 4

[State 3201,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3201,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(0),256

[State 3201,~Y Scale~]
Type     = VarAdd
Trigger1 = Time >= 12
V        = 0
Value    = 10

[State 3201,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.1+FVar(2)

[State 3201,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.4+FVar(3)

[State 3201,~X Scale~]
Type     = VarAdd
Trigger1 = Time <= 8
FV       = 2
Value    = -0.010
[State 3201,~Y Scale~]
Type     = VarAdd
Trigger1 = Time <= 8
FV       = 3
Value    = -0.04

[State 3201,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3201)
Value    = 45

[State 3201,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3202)
Value    = 0
[State 3201,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3203)
Value    = 15

[State 3201,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0+FVar(0),0+FVar(1)

[State 3201,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 250
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嵤旘乽旘嵤隳廟乿  擑抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3202]
MoveType    = A
Physics     = N
Anim        = 231
SprPriority = 3

[State 3202,~傾僯儊曄峏~]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = IsHelper(231) || IsHelper(232) || IsHelper(233) || IsHelper(234) || IsHelper(235) || IsHelper(236) || IsHelper(237)
Value    = 231
Elem     = IfElse(IsHelper(231), 1, IfElse(IsHelper(232), 2, IfElse(IsHelper(233), 3, IfElse(IsHelper(234), 4, IfElse(IsHelper(235), 5, IfElse(IsHelper(236), 6, 7))))))

[State 3202,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3202,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256+Var(0),-Var(0)

[State 3202,~摟柧壔~]
Type     = VarAdd
Trigger1 = Time >= 30
V        = 0
Value    = -25

[State 3202,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,700

[State 3202,~儔儞僟儉~]
Type     = VelSet
Trigger1 = Time = 0
X        = 3.5+Random/100
Y        = -7+Var(10)/75

[State 3202,~妏搙~]
Type     = AngleSet
Trigger1 = (Vel X != 0)
Value    = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X <0)*180)
IgnoreHitPause = 1

[State 3202,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5,0.5

[State 3202,~峌寕帪娫廔椆~]
Type      = StateTypeSet
Trigger1  = Time >= 30
MoveType  = I

[State 3202,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3202,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 1 && !MoveContact
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 10
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 12
Ground.HitTime             = 14
Air.HitTime                = 14
Ground.Velocity            = -5,0
Air.Velocity               = -3,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(20*Root,FVar(10)) <= 15, 15, Ceil(20*Root,FVar(10)))
Guard.Kill                 = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 0

[State 3202,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 3202,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3202,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3202,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1
Persistent = 0
[State 3202,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 10
Value    = -.02*Root,FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 3202,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 40
Trigger2 = MoveContact
Trigger3 = FrontEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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!!   僆乕儔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3211]
Physics     = N
Anim        = 452
SprPriority = 4

[State 3211,~帺暘徚偟~]
Type     = AssertSpecial
Trigger1 = Time = 0
Flag     = Invisible

[State 3211,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3211,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3211,~崟偔~]
Type     = VarAdd
Trigger1 = 1
V        = 0
Value    = 10

[State 3211,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 256-Var(0),0,0

[State 3211,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.02

[State 3211,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.1

[State 3211,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5+FVar(0),0.5+FVar(1)

[State 3211,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 250
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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!!   僆乕儔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3212]
Physics     = N
Anim        = 3211

[State 3212,~嬺傜傢側偄~]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = 1

[State 3212,~嬺傜傢側偄~]
Type     = VarSet
Trigger1 = Time = 0
V        = 0
Value    = 0
[State 3212,~嬺傜傢側偄~]
Type     = VarAdd
Trigger1 = 1
V        = 0
Value    = 1

[State 3212,~嬺傜傢側偄~]
Type     = ChangeAnim
Trigger1 = Var(1) = 1 && Var(0) <= 5
Value    = 9999
[State 3212,~嬺傜偆~]
Type     = ChangeAnim
Trigger1 = Var(0) >= 6
Value    = 3211

[State 3212,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,-50

[State 3212,~柍揋~]
Type     = NotHitBy
Trigger1 = 1
Value    = , NA, SA, HA, NT, ST, HT
Time     = 1
IgnoreHitPause = 1

[State 3212,~挻傾乕儅乕~]
Type     = HitOverride
Trigger1 = 1
Attr     = SCA, AA, AP, AT
StateNo  = 3212
Time     = 9999
IgnoreHitPause = 1

[State 3212,~徚柵~]
Type     = DestroySelf
Trigger1 = Root,Var(40) = 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
; 摤婥乽忋奀壺恖乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3225]
Physics     = N
Anim        = 3018
SprPriority = 4

[State 3225,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3225,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(0),256

[State 3225,~Y Scale~]
Type     = VarAdd
Trigger1 = Time >= 12
V        = 0
Value    = 10

[State 3225,~X Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.075+FVar(2)

[State 3225,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.3+FVar(3)

[State 3225,~X Scale~]
Type     = VarAdd
Trigger1 = Time <= 4
FV       = 2
Value    = -0.014
[State 3225,~Y Scale~]
Type     = VarAdd
Trigger1 = Time <= 4
FV       = 3
Value    = -0.058

[State 3225,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3225)
Value    = -60

[State 3225,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = IsHelper(3226)
Value    = 60

[State 3225,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0+FVar(0),0+FVar(1)

[State 3225,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 238
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3226]
Physics     = N
Anim        = 3015
SprPriority = 4

[State 3226,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3226,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(0),256

[State 3226,~Y Scale~]
Type     = VarAdd
Trigger1 = Time >= 12
V        = 0
Value    = 12

[State 3226,~Y Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.07+FVar(3)

[State 3226,~Y Scale~]
Type     = VarAdd
Trigger1 = Time <= 8
FV       = 3
Value    = -0.0068

[State 3226,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = 1
Value    = 0+Random%359

[State 3226,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0+FVar(1),0+FVar(1)

[State 3226,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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  峠朇
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3227]
MoveType    = I
Physics     = N
Anim        = IfElse(IsHelper(1011), 1012, IfElse(IsHelper(1012), 1013, 1014))
SprPriority = 3

[State 3227,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 3227,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3227,~愒~]
Type     = VarAdd
Trigger1 = !IsHelper(1013)
Trigger1 = Time >= 8 && Var(0) >= -478
V        = 0
Value    = -34
[State 3227,~椢丒惵~]
Type     = VarAdd
Trigger1 = !IsHelper(1013)
Trigger1 = Time >= 8 && Var(1) >= -230
V        = 1
Value    = -26

[State 3227,~愒~]
Type     = VarAdd
Trigger1 = IsHelper(1013)
Trigger1 = Time >= 1 && Var(0) >= -478
V        = 0
Value    = -34
[State 3227,~椢丒惵~]
Type     = VarAdd
Trigger1 = IsHelper(1013)
Trigger1 = Time >= 1 && Var(1) >= -236
V        = 1
Value    = -20

[State 3227,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 512+Var(0),256+Var(1),256+Var(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3227,~Scale~]
Type     = VarAdd
Trigger1 = !IsHelper(1013)
FV       = 3
Value    = 0.05
[State 3227,~Scale~]
Type     = VarAdd
Trigger1 = IsHelper(1013)
FV       = 3
Value    = 0.1

[State 3227,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = !IsHelper(1013)
Scale    = 0.125+FVar(3)/2,0.25+FVar(3)
Value    = 30
[State 3227,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(1013)
Scale    = 0.125+FVar(3)/2,0.25+FVar(3)
Value    = 30

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3227,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 75
Trigger2 = Var(0) <= -478
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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  偖傞偖傞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 3228]
Physics     = N
Anim        = 1013
SprPriority = 3

[State 3228,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 3228,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3228,~愒~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -478
V        = 0
Value    = -14
[State 3228,~椢丒惵~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(1) >= -236
V        = 1
Value    = -20

[State 3228,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 1
Mul      = 512+Var(0),256+Var(1),256+Var(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3228,~Scale~]
Type     = VarAdd
Trigger1 = 1
FV       = 3
Value    = -0.075

[State 3228,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 2+FVar(3)/2,2+FVar(3)
Value    = Time*15

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3228,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 75
Trigger2 = Var(0) <= -478
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僗僷乕僋 庛僄僼僃弌偟
;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
[Statedef 6000]
Physics = N
Anim    = 9999

[State 6000,~庛僄僼僃~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 6001
ID       = 6001
Pos      = -15+Random%30,-15+Random%30
OwnPal   = 1
Size.XScale = 1
Size.YScale = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 6000,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僗僷乕僋 庛僄僼僃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 6001]
Physics     = N
Anim        = 6000
SprPriority = 99999

[State 6001,~偳傫偳傫崟偔~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 6001,~偳傫偳傫崟偔~]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 37

[State 6001,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.12+FVar(2)
[State 6001,~僒僀僘旝挷惍~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = -0.012

[State 6001,~妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,359

[State 6001,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.3+FVar(0),0.3+FVar(0)

[State 6001,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = 1
Value    = Var(2)

[State 6001,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 6001,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 8
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僗僷乕僋 拞僄僼僃弌偟
;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
[Statedef 6010]
Physics = N
Anim    = 9999

[State 6010,~堦屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4
[State 6010,~擇屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,4
[State 6010,~僷儔僷儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 4
Range    = 0,4

[State 6010,~堦屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6010,~擇屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,3
[State 6010,~僷儔僷儔妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 5
Range    = 0,3

[State 6010,~弌尰埵抲~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,30

[State 6010,~堦屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~擇屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 0
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 1
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 2
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 3
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~僷儔僷儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 0
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 1
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 2
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 3
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僗僷乕僋 嫮僄僼僃弌偟
;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
[Statedef 6020]
Physics = N
Anim    = 9999

[State 6020,~堦屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4
[State 6020,~擇屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,4
[State 6020,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 4
Range    = 0,3

[State 6020,~堦屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6020,~擇屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,3
[State 6020,~僶儔僶儔妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 5
Range    = 0,3

[State 6020,~弌尰埵抲~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,30

[State 6020,~堦屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~擇屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 0
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 1
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 2
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 3
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 0
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 1
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 2
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 3
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僄僼僃僋僩 巃傟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 6030]
Physics     = N
Anim        = 9999

[State 6030,~岦偒儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6030,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,3

[State 6030,~巃傝僄僼僃~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 6030
ID          = 6040
PosType     = P1
Pos         = 10,0
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6030,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6030,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6030,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6030,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6030]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僸僢僩僄僼僃僋僩 杊屼
;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
[StateDef 6050]
Physics     = N
Anim        = 9999

[State 6050,~岦偒儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6050,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,3

[State 6050,~僈乕僪僄僼僃~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 6050
ID          = 6050
PosType     = P1
Pos         = 10,0
OwnPal      = 1
Scale       = 0.5,0.8
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6050,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6050]
Type     = DestroySelf
Trigger1 = Time >= 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
; 僴僀僕儍儞僾   儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7150]
Physics     = N
Anim        = 7150
SprPriority = -9

[State 7150,~帺暘徚偟~]
Type     = AssertSpecial
Trigger1 = Time = 0
Flag     = InVisible
[State 7150,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7150,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7150,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -185
V        = 0
Value    = -15

[State 7150,~惵~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(1) >= -242
V        = 1
Value    = -14

[State 7150,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 200+Var(0),200+Var(0),256+Var(1)

[State 7150,~廲僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05
[State 7150,~墶僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.01

[State 7150,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.1+FVar(0),0.1+FVar(1)

[State 7150,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Var(1) <= -242
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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   儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7153]
Physics     = N
Anim        = 7153
SprPriority = 9

[State 7153,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 7153,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7153,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -244
V        = 0
Value    = -12

[State 7153,~惵~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(1) >= -248
V        = 1
Value    = -8

[State 7153,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 256+Var(0),256+Var(0),256+Var(1)

[State 7153,~墶僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.25 + FVar(2)
[State 7153,~墶僒僀僘~]
Type     = VarAdd
Trigger1 = FVar(2) >= -0.24
FV       = 2
Value    = IfElse(Time <= 10, -0.02, -0.008)

[State 7153,~廲僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.25 + FVar(3)
[State 7153,~廲僒僀僘~]
Type     = VarAdd
Trigger1 = FVar(3) >= -0.24
FV       = 3
Value    = IfElse(Time <= 10, -0.02, -0.008)

[State 7153,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.2+FVar(0),0.1+FVar(1)

[State 7153,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Var(1) <= -246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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   僗僷乕僋?
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7160]
Physics     = N
Anim        = 7160
SprPriority = 8

[State 7160,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 7160,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7160,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -203
V        = 0
Value    = -17

[State 7160,~惵~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(1) >= -231
V        = 1
Value    = -15

[State 7160,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 220+Var(0),220+Var(0),256+Var(1)

[State 7160,~僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.12

[State 7160,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.4+FVar(0),0.4+FVar(0)

[State 7160,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Var(1) <= -231
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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     抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7161]
Physics     = N
Anim        = 9999

[State 7161,~Vel X儔儞僟儉1~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = -9,18
[State 7161,~Vel X儔儞僟儉2~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 11
Range    = -9,18
[State 7161,~Vel X儔儞僟儉3~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 12
Range    = -9,18
[State 7161,~Vel X儔儞僟儉4~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 13
Range    = -9,18
[State 7161,~Vel X儔儞僟儉5~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 14
Range    = -9,18

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State 7161,~Vel Y儔儞僟儉1~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 20
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉2~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 21
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉3~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 22
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉4~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 23
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉5~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 24
Range    = -9,18

[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7165
ID          = 7200
PosType     = P1
Pos         = 0,0
Vel         = Var(10),Var(20)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7165
ID          = 7201
PosType     = P1
Pos         = 0,0
Vel         = Var(11),Var(21)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7165
ID          = 7202
PosType     = P1
Pos         = 0,0
Vel         = Var(12),Var(22)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7165
ID          = 7203
PosType     = P1
Pos         = 0,0
Vel         = Var(13),Var(23)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7165
ID          = 7204
PosType     = P1
Pos         = 0,0
Vel         = Var(14),Var(24)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8

[State 7161,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 10 && Var(1) >= -247
V        = 0
Value    = -9
[State 7161,~惵~]
Type     = VarAdd
Trigger1 = Time >= 10 && Var(1) >= -248
V        = 1
Value    = -8

[State 7161,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 256+Var(0),256+Var(0),256+Var(1)

[State 7161,~僒僀僘梡~]
Type     = VarSet
Trigger1 = 1
FV       = 1
Value    = -0.02

[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7200
Accel    = IfElse(Var(10) >= 0,Var(10)/-3,Var(10)/3),IfElse(Var(20) >= 0,Var(20)/-3,Var(20)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7201
Accel    = IfElse(Var(11) >= 0,Var(11)/-3,Var(11)/3),IfElse(Var(21) >= 0,Var(21)/-3,Var(21)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7202
Accel    = IfElse(Var(12) >= 0,Var(12)/-3,Var(12)/3),IfElse(Var(22) >= 0,Var(22)/-3,Var(22)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7203
Accel    = IfElse(Var(13) >= 0,Var(13)/-3,Var(13)/3),IfElse(Var(23) >= 0,Var(23)/-3,Var(23)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7204
Accel    = IfElse(Var(14) >= 0,Var(14)/-3,Var(14)/3),IfElse(Var(24) >= 0,Var(24)/-3,Var(24)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)

[State 7161,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 30
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏僄僼僃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7170]
Physics  = N
Anim     = 9999

[State 7170,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7170,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7170,~儕儞僌嵍~]
Type        = Explod
Trigger1    = Time = 1
Anim        = 7170
ID          = 7170
PosType     = P1
Pos         = 0,0
Vel         = -2,0
OwnPal      = 0
RemoveTime  = 12
Scale       = 0.20,0.25
SprPriority = 5
[State 7170,~儕儞僌塃~]
Type        = Explod
Trigger1    = Time = 1
Anim        = 7171
ID          = 7170
PosType     = P1
Pos         = 0,0
Vel         = -2,0
OwnPal      = 0
RemoveTime  = 12
Scale       = 0.20,0.25
SprPriority = -5

[State 7170,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -120
V        = 0
Value    = -8

[State 7170,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -237
V        = 1
Value    = -19

[State 7170,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Add      = 0,0,0
Mul      = 128 + Var(0),128 + Var(0),256 + Var(1)

[State 7170,~X僒僀僘僾儔僗~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05

[State 7170,~儕儞僌僒僀僘曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7170
Scale    = 0.15 + FVar(0),0.25 + FVar(0)

[State 7170,~儕儞僌徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 12
ID       = 7170

[State 7170,~徚柵~]
Type     = DestroySelf
Trigger1 = Time = 12
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩  僗僷乕僋??
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7500]
Physics = N
Anim    = 7500
SprPriority = 8

[State 7500,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7500,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7500,~怓傪崟偔~]
Type     = VarAdd
Trigger1 = Time >= 20 && Var(0) <= 232
V        = 0
Value    = 24
[State 7500,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7500,~嶰昐屲廫嬨搙夞揮~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7500,~僒僀僘憹傗偟~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.08
[State 7500,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5+FVar(0),0.5+FVar(0)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~儕儞僌1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7501
ID       = 7501
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~儕儞僌2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7501
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~寧偺椫1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~寧偺椫2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~寧偺椫3~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~嵶媴1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴3~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴4~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴5~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴6~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7500,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 30
Trigger2 = Var(0) >= 233
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7501]
Physics     = N
Anim        = 7501
SprPriority = 8

[State 7501,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7501,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7501,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 15 && Var(0) <= 224
V        = 0
Value    = 32
[State 7501,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 15 && Var(1) <= 228
V        = 1
Value    = 28

[State 7501,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7501,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7501) = 1
FV       = 0
Value    = 0.75
[State 7501,~僒僀僘憹壛1~]
Type     = VarAdd
Trigger1 = IsHelper(7501) = 1
FV       = 0
Value    = 0.025

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7501,~僒僀僘愝掕2~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7502) = 1
FV       = 0
Value    = 0.75
[State 7501,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = IsHelper(7502) = 1
FV       = 0
Value    = 0.05

[State 7501,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),FVar(0)

[State 7501,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 229
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂寧偺椫
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7502]
Physics     = N
Anim        = 7502
SprPriority = 8

[State 7502,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7502,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7502,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 7 && Var(0) <= 244
V        = 0
Value    = 12
[State 7502,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 7 && Var(1) <= 246
V        = 1
Value    = 8

[State 7502,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

[State 7502,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7502,~夞揮曽岦梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,1

[State 7502,~妏搙憹壛~]
Type     = AngleAdd
Trigger1 = 1
Value    = IfElse(Var(2) = 1, -1, 0)

[State 7502,~僒僀僘梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,11

[State 7502,~僒僀僘愝掕1~]
Type     = AngleDraw
Trigger1 = Var(3) = 0
Scale    = 0.75 * Cos(Time*0.05),0.75 + Sin(Time*0.05)
[State 7502,~僒僀僘愝掕2~]
Type     = AngleDraw
Trigger1 = Var(3) = 1
Scale    = 0.75 * Cos(Time*0.045),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕3~]
Type     = AngleDraw
Trigger1 = Var(3) = 2
Scale    = 0.75 * Cos(Time*0.04),0.75 + Sin(Time*0.04)
[State 7502,~僒僀僘愝掕4~]
Type     = AngleDraw
Trigger1 = Var(3) = 3
Scale    = 0.75 * Cos(Time*0.035),0.75 + Sin(Time*0.035)
[State 7502,~僒僀僘愝掕5~]
Type     = AngleDraw
Trigger1 = Var(3) = 4
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.03)
[State 7502,~僒僀僘愝掕6~]
Type     = AngleDraw
Trigger1 = Var(3) = 5
Scale    = 0.75 * Cos(Time*0.025),0.75 + Sin(Time*0.025)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7502,~僒僀僘愝掕7~]
Type     = AngleDraw
Trigger1 = Var(3) = 6
Scale    = 0.75 * Cos(Time*0.05),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕8~]
Type     = AngleDraw
Trigger1 = Var(3) = 7
Scale    = 0.75 * Cos(Time*0.04),0.75 + Sin(Time*0.03)
[State 7502,~僒僀僘愝掕9~]
Type     = AngleDraw
Trigger1 = Var(3) = 8
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.035)
[State 7502,~僒僀僘愝掕10~]
Type     = AngleDraw
Trigger1 = Var(3) = 9
Scale    = 0.75 * Cos(Time*0.045),0.75 + Sin(Time*0.04)
[State 7502,~僒僀僘愝掕11~]
Type     = AngleDraw
Trigger1 = Var(3) = 10
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕12~]
Type     = AngleDraw
Trigger1 = Var(3) = 11
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.035)

[State 7502,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 247
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂嵶媴
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7503]
Physics     = N
Anim        = 7503
SprPriority = 8

[State 7503,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7503,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7503,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 240
V        = 0
Value    = 16
[State 7503,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(1) <= 244
V        = 1
Value    = 12

[State 7503,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

[State 7503,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7503,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 0.5
[State 7503,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.025

[State 7503,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),0.5

[State 7503,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7550]
Physics     = N
Anim        = 7550
SprPriority = 8

[State 7550,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7550,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7550,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Var(2) <= 240
V        = 2
Value    = 16
[State 7550,~惵曄峏~]
Type     = VarAdd
Trigger1 = Var(3) <= 244
V        = 3
Value    = 12

[State 7550,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(2),256-Var(2),256-Var(3)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7550) = 1
FV       = 1
Value    = 0.75
[State 7550,~僒僀僘憹壛1~]
Type     = VarAdd
Trigger1 = IsHelper(7550) = 1
FV       = 1
Value    = 0.025+FVar(2)
[State 7550,~僒僀僘愝掕2~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7551) = 1
FV       = 1
Value    = 0.9
[State 7550,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = IsHelper(7551) = 1
FV       = 1
Value    = 0.065+FVar(2)
[State 7550,~僒僀僘愝掕3~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7552) = 1
FV       = 1
Value    = 1.05
[State 7550,~僒僀僘憹壛3~]
Type     = VarAdd
Trigger1 = IsHelper(7552) = 1
FV       = 1
Value    = 0.105+FVar(2)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘愝掕4~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7553) = 1
FV       = 1
Value    = 0.85
[State 7550,~僒僀僘憹壛4~]
Type     = VarAdd
Trigger1 = IsHelper(7553) = 1
FV       = 1
Value    = 0.02+FVar(2)
[State 7550,~僒僀僘愝掕5~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7554) = 1
FV       = 1
Value    = 1.05
[State 7550,~僒僀僘憹壛5~]
Type     = VarAdd
Trigger1 = IsHelper(7554) = 1
FV       = 1
Value    = 0.05+FVar(2)
[State 7550,~僒僀僘愝掕6~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7555) = 1
FV       = 1
Value    = 1.2
[State 7550,~僒僀僘憹壛6~]
Type     = VarAdd
Trigger1 = IsHelper(7555) = 1
FV       = 1
Value    = 0.09+FVar(2)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘挷惍~]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = IfElse(Time <= 15, -FVar(1)/800, -FVar(1)/400)

[State 7550,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(1),FVar(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~儕儞僌1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7554
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7555
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~嵶媴1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴6~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~揹婥1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥6~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥7~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥8~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7550,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(3) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂嵶媴
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7551]
Physics     = N
Anim        = 7551
SprPriority = 8

[State 7551,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7551,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7551,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 244
V        = 0
Value    = 12

[State 7551,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7551,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7551,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 0.5
[State 7551,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.025

[State 7551,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),0.5

[State 7551,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(0) >= 244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂揹婥
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7552]
Physics     = N
Anim        = 7552
SprPriority = 8

[State 7552,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7552,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7552,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 246
V        = 0
Value    = 10

[State 7552,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7552,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7552,~妏搙梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 20
Value    = 0,1

[State 7552,~妏搙憹尭~]
Type     = AngleAdd
Trigger1 = 1
Value    = IfElse(Var(20) = 0, 1, -1)

[State 7552,~僒僀僘愝掕~]
Type     = AngleDraw
Trigger1 = IsHelper(7552)
Scale    = 1.5,1.5
[State 7552,~僒僀僘愝掕~]
Type     = AngleDraw
Trigger1 = IsHelper(7553)
Scale    = 1,0.5

[State 7552,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 暥帤
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 7900]
Physics = N
Anim    = 9999

[State 7900,~暥帤抲偒 1P 3P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 1
Anim        = 7900
ID          = 7900
PosType     = Left
Pos         = 50,200+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -5
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 7900,~暥帤抲偒 2P 4P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 2
Anim        = 7900
ID          = 7900
PosType     = Right
Pos         = -50,200+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -5
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 7900,~???~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 1
Anim        = 7905
ID          = 7905
PosType     = Left
Pos         = 40+Var(1),196+Var(2)+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -3
Scale       = FVar(0),FVar(0)
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 7900,~???~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 2
Anim        = 7905
ID          = 7905
PosType     = Right
Pos         = -60-Var(1),196+Var(2)+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -3
Scale       = FVar(0),FVar(0)
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 7900,~暥帤抲偒埵抲曄峏~]
Type     = VarAdd
Trigger1 = Time >= 25 && Time <= 30
V        = 0
Value    = -5
[State 7900,~暥帤抲偒埵抲曄峏~]
Type     = VarAdd
Trigger1 = Time >= 31 && Time <= 40
V        = 0
Value    = -4
[State 7900,~暥帤抲偒埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time >= 41 && Time <= 50
V        = 0
Value    = -3
[State 7900,~暥帤抲偒埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time >= 51 && Time <= 60
V        = 0
Value    = -2
[State 7900,~暥帤抲偒埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time >= 61 && Time <= 70
V        = 0
Value    = -1

[State 7900,~暥帤埵抲曄峏X~]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = 120
[State 7900,~暥帤埵抲曄峏X~]
Type     = VarAdd
Trigger1 = Time <= 14
V        = 1
Value    = -8
[State 7900,~暥帤埵抲曄峏Y~]
Type     = VarSet
Trigger1 = Time = 0
V        = 2
Value    = 15
[State 7900,~暥帤埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time <= 14
V        = 2
Value    = -1

[State 7900,~暥帤僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 2
[State 7900,~暥帤僒僀僘曄峏~]
Type     = VarAdd
Trigger1 = Time <= 14
FV       = 0
Value    = -0.1

[State 7900,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 20000
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 杺曽恮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 8000]
Physics     = N
SprPriority = -5

[State 8000]
Type     = ChangeAnim
Trigger1 = Time = 0
Value    = 8001

[State 8000,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 8000,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 8000,~僶僀儞僪~]
Type     = PosSet
Trigger1 = 1
X        = Root,Pos X
Y        = 0

[State 8000, 曄悢]
Type     = VarSet
Trigger1 = Time = 0
FV       = 5
Value    = (Root,Power)+(Root,Power*0.11)

[State 8000]
Type     = AngleDraw
Trigger1 = Time <= 9
Scale    = 0+Time*0.1,0+Time*0.1
Value    = Var(0)

[State 8000]
Type     = AngleDraw
Trigger1 = Var(0) = 0 || Var(0) = -180
Scale    = Root,FVar(5)/FVar(5),Root,FVar(5)/FVar(5)*.2
Value    = Var(0)
[State 8000]
Type     = AngleDraw
Trigger1 = Var(0) = -90 || Var(0) = -270
Scale    = Root,FVar(5)/FVar(5)*.2,Root,FVar(5)/FVar(5)
Value    = Var(0)

[State 8000,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = Anim = 8001 && AnimTime = -1 && Var(0) >= -270
V        = 0
Value    = -90
[State 8000,~妏搙曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 8001 && AnimTime = -1 && Var(0) <= -271
V        = 0
Value    = 0

[State 8000,~X 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 8000 && AnimTime = -1
Trigger3 = Anim = 8001 && AnimTime = -1 && Var(0) = 0
Trigger4 = Anim = 8001 && AnimTime = -1 && Var(0) = -180
FV       = 0
Value    = 1
[State 8000,~X 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Anim = 8001 && AnimTime = -1 && Var(0) = -90
Trigger2 = Anim = 8001 && AnimTime = -1 && Var(0) = -270
FV       = 0
Value    = 0.2

[State 8000,~Y 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Anim = 8001 && AnimTime = -1 && Var(0) = -90
Trigger2 = Anim = 8001 && AnimTime = -1 && Var(0) = -270
FV       = 1
Value    = 1
[State 8000,~Y 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 8000 && AnimTime = -1
Trigger3 = Anim = 8001 && AnimTime = -1 && Var(0) = 0
Trigger4 = Anim = 8001 && AnimTime = -1 && Var(0) = -180
FV       = 1
Value    = 0.2

[State 8000,~徚柵~]
Type     = DestroySelf
Trigger1 = Root,Var(5) != 1
Trigger2 = Root,FVar(5) = 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
; 僇僢僩僀儞      懠偵曽朄偑尒偮偐傫側偄偺偱弌尰朄偼彑庤偵僀儞僗僷僀傾
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 9100]
Physics = N
Anim    = 9999

[State 9100,~僇僢僩僀儞昗弨 1P 3P~]
Type        = Explod
Trigger1    = IsHelper(9100) && Time >= 1 && TeamSide = 1
Anim        = 9100
ID          = 9100
PosType     = Left
Pos         = -50+Var(0),250
Facing      = 1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100,~僇僢僩僀儞昗弨 2P 4P~]
Type        = Explod
Trigger1    = IsHelper(9100) && Time >= 1 && TeamSide = 2
Anim        = 9100
ID          = 9100
PosType     = Right
Pos         = 50-Var(0),250
Facing      = -1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100,~僇僢僩僀儞No.2 1P 3P~]
Type        = Explod
Trigger1    = IsHelper(9101) && Time >= 1 && TeamSide = 1
Anim        = 9101
ID          = 9100
PosType     = Left
Pos         = 140+Var(0),250
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100,~僇僢僩僀儞No.2 2P 4P~]
Type        = Explod
Trigger1    = IsHelper(9101) && Time >= 1 && TeamSide = 2
Anim        = 9101
ID          = 9100
PosType     = Right
Pos         = 140-Var(0),250
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 9100,~埵抲曄峏~]
Type     = VarAdd
Trigger1 = Time >= 2
V        = 0
Value    = 1

[State 9100,~敀偔~]
Type     = VarAdd
Trigger1 = Time <= 19 && Var(1) <= 128
V        = 1
Value    = 8
[State 9100,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 40 && Var(1) >= 8
V        = 1
Value    = -8

[State 9100,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 0+Var(1),0+Var(1),0+Var(1)

[State 9100,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 9100,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 59
Trigger2 = Var(1) <= -249
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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
[StateDef 9500]
Physics = N
Anim    = 9500

[State 9500,~杮懱偵偔偭晅偗~]
Type     = BindToRoot
Trigger1 = 1
Time     = -1
Pos      = 0,0

[State 9500,~僌儗僀僘~]
Type          = ReversalDef
Trigger1      = 1
Reversal.Attr = SCA, NP, SP, HP
PauseTime     = 0,0
SparkNo       = -1
NumHits       = 0

[State 9500,~僌儗僀僘僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Stateno  = 9501
ID       = 9501
PosType  = P1
Pos      = 0,-40
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 9500,~壒梡~]
Type                       = Projectile
Trigger1                   = MoveHit
ProjID                     = 9501
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999
IgnoreHitPause = 1

[State 9500,~徚柵~]
Type     = DestroySelf
Trigger1 = 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
; 僌儗僀僘     僄僼僃弌偟
;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
[StateDef 9501]
Physics     = N
Anim        = 9999

[State 9501,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = 1
V        = 0
Range    = 0,5

[State 9501,~僒僀僘愝掕~]
Type     = VarSet
Trigger1 = 1
FV       = 1
Value    = IfElse(Var(0) = 0, 0.5, IfElse(Var(0) = 1, 0.45, IfElse(Var(0) = 2, 0.4, IfElse(Var(0) = 3, 0.35, IfElse(Var(0) = 4, 0.3, 0.25)))))

[State 9501,~僌儗僀僘僄僼僃~]
Type        = Explod
Trigger1    = 1
Anim        = 7201
ID          = 7200
PosType     = P1
Pos         = 0,0
OwnPal      = 1
RemoveTime  = 13
Scale       = FVar(1),FVar(1)
Vel         = -5 + Random%10,-5 + Random%10
SprPriority = 8
SuperMoveTime = 999
PauseMoveTime = 999

[State 9501,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 4
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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  No.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 9990]
Physics = N
Anim    = 9999

[State 9990,~楈椡~]
Type     = ParentVarSet
Trigger1 = Time = 0
FV       = 4
Value    = 1000

[State 9990,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0
ID       = 7002

[State 9990,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7001
[State 9990,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
Trigger2 = RoundState != 2
Trigger3 = Root,FVar(4) >= 0
ID       = 7002
[State 9990,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7000

[State 9990,~惵僎乕僕~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7001) = 0
Trigger1    = Root,FVar(4) >= 0.0001
Anim        = 7001
ID          = 7001
Pos         = IfElse(Root,TeamSide = 1, 5, 316),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) <= 0
ID       = 7001

[State 9990,~愒僎乕僕~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7002) = 0
Trigger1    = Root,FVar(4) <= -0.0001
Anim        = 7002
ID          = 7002
Pos         = IfElse(Root,TeamSide = 1, 5, 316),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0
ID       = 7002

[State 9990,~僎乕僕榞~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7000) = 0
Trigger1    = Root,FVar(4) <= -0.001
Trigger2    = Root,FVar(4) >= 0.001
Anim        = 7000
ID          = 7000
Pos         = IfElse(Root,TeamSide = 1, 5, 214+30),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
RemoveTime  = -1
SprPriority = 5
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = NumExplod(7000) >= 2
ID       = 7000

[State 9990]
Type     = ModifyExplod
Trigger1 = NumExplod(7001) >= 1
ID       = 7001
Scale    = Root,FVar(4)/2825,0.35

[State 9990,~杮懱偵偔偭偮偗偲偔~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,0

[State 9990,~庛僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6000) >= 1
Value    = S1, 0
Channel  = 1

[State 9990,~拞僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6010) >= 1
Value    = S1, 1
Channel  = 1

[State 9990,~嫮僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6020) >= 1
Value    = S1, 2
Channel  = 2

[State 9990,~壩墛宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6021) >= 1
Value    = S1, 3
Channel  = 3

[State 9990,~價乕儉宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6040) >= 1
Value    = S1, 4
Channel  = 4

[State 9990,~庛巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6030) >= 1
Value    = S1, 5
Channel  = 5

[State 9990,~拞巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6031) >= 1
Value    = S1, 6
Channel  = 5

[State 9990,~戝巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6032) >= 1
Value    = S1, 7
Channel  = 5

[State 9990,~僈乕僪壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6050) >= 1
Value    = S1, 8
Channel  = 6

[State 9990,~僌儗僀僘壒~]
Type     = PlaySnd
Trigger1 = Root,NumProjID(9501) >= 1
Value    = S2, 3
Channel  = 7

[State 9990,~暻僸僢僩壒~]
Type     = VarSet
Trigger1 = Var(59) >= 2
V        = 59
Value    = 0

[State 9990,~暻僸僢僩壒~]
Type     = VarAdd
Trigger1 = NumEnemy = 1 && Enemy(0),MoveType = H
Trigger1 = Enemy(0),PrevStateNo = 10000 && Enemy(0),StateNo = 10001 && Enemy(0),Time = 1
Trigger2 = NumEnemy = 2 && Enemy(0),MoveType = H
Trigger2 = Enemy(0),PrevStateNo = 10000 && Enemy(0),StateNo = 10001 && Enemy(0),Time = 1
Trigger3 = Var(59) >= 1
V        = 59
Value    = 1

[State 9990,~暻僸僢僩壒~]
Type     = PlaySnd
Trigger1 = Var(59) = 1
Value    = S2, 2
Channel  = 12

[State 9990,~埫揮側偟~]
Type     = VarSet
Trigger1 = Root,Var(5) != 1
V        = 2
Value    = 0
[State 9990,~埫揮偝偣傞~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 2
Value    = 1

[State 9990,~嵟弶偼偪傚偭偲柧傞偔~]
Type     = VarSet
Trigger1 = Root,Var(5) = 1 && Var(2) = 1
V        = 1
Value    = 40
[State 9990,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -80
V        = 1
Value    = -8
[State 9990,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -76
V        = 1
Value    = -4
[State 9990,~柧傞偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) != 1 && Var(1) <= -4
V        = 1
Value    = 4

[State 9990,~攚宨偩偗埫偔~]
Type     = BGPalFx
Trigger1 = Var(1) <= -1 && Root,Anim != 3201
Trigger2 = Root,Anim = 3201 && Root,AnimElem = 6,<= 13
Time     = 1
Add      = Var(1),Var(1),Var(1)

[State 9990,~愰尵帪娫傪尭傜偟偰偙偆~]
Type     = ParentVarAdd
Trigger1 = Root,Var(5) = 1
FV       = 5
Value    = -2

[State 9990,~楈寕暅妶抣偁偘偰傗傠偆~]
Type     = ParentVarAdd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6000) >= 1
Trigger3 = NumHelper(6010) >= 1
Trigger4 = NumHelper(6020) >= 1
Trigger5 = NumHelper(6021) >= 1
Trigger6 = NumHelper(6030) >= 1
Trigger7 = NumHelper(6031) >= 1
Trigger8 = NumHelper(6032) >= 1
Trigger9 = NumHelper(6040) >= 1
V        = 9
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9990,~暥帤抲偒~]
Type        = Explod
TriggerAll  = Time >= 1
Trigger1    = Root,Var(5) = 1 && Var(23) = 0
Trigger2    = Root,Var(5) = 1 && Var(23) >= 20
Anim        = IfElse(Var(23) <= 19, 7900, 7901)
ID          = 7200
PosType     = Left
Pos         = Ifelse(Root,TeamSide = 1, 10, 240),190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = IfElse(Var(23) <= 19, 20, 1)
Scale       = 0.5,0.5
SprPriority = 4
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~堧晞暥帤1P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide = 1
Anim        = IfElse(Root,Var(51) <= 1, 7905, IfElse(Root,Var(51) >= 3, 7907, 7906))
ID          = 7905
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~堧晞暥帤2P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide != 1
Anim        = IfElse(Root,Var(51) <= 1, 7920, IfElse(Root,Var(51) >= 3, 7922, 7921))
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~擉晞暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7908, IfElse(Root,Var(52) >= 3, 7910, 7909))
ID          = 7908
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~擉晞暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7923, IfElse(Root,Var(52) >= 3, 7925, 7924))
ID          = 7923
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~懘偺懠暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7909+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~懘偺懠暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7926+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7220
Scale    = 3.5+FVar(1),3.5+FVar(1)
;劅劅劅劅劅劅劅劅劅

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
FV       = 1
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) <= 30 && FVar(1) >= -2.9
FV       = 1
Value    = -0.1
[State 9990]
Type     = VarSet
Trigger1 = Var(23) >= 30 || FVar(1) <= -3
FV       = 1
Value    = -3

;劅劅劅劅劅劅劅劅劅

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 23
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 23
Value    = 1

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 24
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [41,50]
V        = 24
Value    = 20
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [51,52]
V        = 24
Value    = 15
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [53,54]
V        = 24
Value    = 10
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [55,56]
V        = 24
Value    = 5
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = 57
V        = 24
Value    = 3
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [58,59]
V        = 24
Value    = 2
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [60,62]
V        = 24
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9990,~楈椡屚妷~]
Type     = ChangeState
Trigger1 = Root,FVar(4) <= 0 
Value    = 9991

[State 9990,~擇屄埲忋弌偨傜嫋偟傑偣傫~]
Type     = DestroySelf
Trigger1 = NumHelper(9990) >= 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
; 楈椡僎乕僕丒曗彆學 No.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 9991]
Physics = N
Anim    = 9999

[State 9991,~嬻偭傐壒~]
Type     = PlaySnd
Trigger1 = Time = 0
Value    = S2, 7
Channel  = -1

[State 9991,~楈椡嬻偭傐~]
Type     = ParentVarSet
Trigger1 = FVar(5) <= 0.0002
FV       = 4
Value    = 0

[State 9991,~楈椡夞暅~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 5
Value    = 0
[State 9991,~愒楈椡夞暅抣~]
Type     = VarAdd
Trigger1 = FVar(5) <= 0.5
FV       = 5
Value    = 0.001

[State 9991,~楈椡~]
Type     = ParentVarSet
Trigger1 = FVar(5) >= 0.5
FV       = 4
Value    = 1000

[State 9991,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
Trigger2 = RoundState != 2
Trigger3 = Root,FVar(4) <= 0
ID       = 7001
[State 9991,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7002
[State 9991,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7000

[State 9991,~愒僎乕僕~]
Type        = Explod
TriggerAll  = RoundState = 2
Trigger1    = NumExplod(7002) = 0
Anim        = 7002
ID          = 7002
Pos         = IfElse(Root,TeamSide = 1, 5, 316),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9991,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0.00001
ID       = 7002

[State 9991,~僎乕僕榞~]
Type        = Explod
TriggerAll  = RoundState = 2
Trigger1    = NumExplod(7000) = 0
Anim        = 7000
ID          = 7000
Pos         = Ifelse(Root,TeamSide = 1, 5, 214+30),217
PosType     = Left
Facing      = Ifelse(Root,TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
RemoveTime  = -1
SprPriority = 5
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9991,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = NumExplod(7000) >= 2
ID       = 7000

[State 9991,~僎乕僕僒僀僘~]
Type     = ModifyExplod
Trigger1 = NumExplod(7002) >= 1
ID       = 7002
Scale    = FVar(5)/1.42,0.35

[State 9991,~杮懱偵偔偭偮偗偲偔~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,0

[State 9991,~庛僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6000) >= 1
Value    = S1, 0
Channel  = 1

[State 9991,~拞僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6010) >= 1
Value    = S1, 1
Channel  = 1

[State 9991,~嫮僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6020) >= 1
Value    = S1, 2
Channel  = 2

[State 9991,~壩墛宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6021) >= 1
Value    = S1, 3
Channel  = 3

[State 9991,~價乕儉宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6040) >= 1
Value    = S1, 4
Channel  = 4

[State 9991,~庛巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6030) >= 1
Value    = S1, 5
Channel  = 5

[State 9991,~拞巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6031) >= 1
Value    = S1, 6
Channel  = 5

[State 9991,~戝巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6032) >= 1
Value    = S1, 7
Channel  = 5

[State 9991,~僈乕僪壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6050) >= 1
Value    = S1, 8
Channel  = 6

[State 9991,~僌儗僀僘壒~]
Type     = PlaySnd
Trigger1 = Root,NumProjID(9501) >= 1
Value    = S2, 3
Channel  = 7

[State 9991,~暻僸僢僩壒~]
Type     = VarSet
Trigger1 = Var(59) >= 2
V        = 59
Value    = 0

[State 9991,~暻僸僢僩壒~]
Type     = VarAdd
Trigger1 = NumEnemy = 1 && Enemy(0),MoveType = H
Trigger1 = Enemy(0),PrevStateNo = 10000 && Enemy(0),StateNo = 10001 && Enemy(0),Time = 1
Trigger2 = NumEnemy = 2 && Enemy(0),MoveType = H
Trigger2 = Enemy(0),PrevStateNo = 10000 && Enemy(0),StateNo = 10001 && Enemy(0),Time = 1
Trigger3 = Var(59) >= 1
V        = 59
Value    = 1

[State 9991,~暻僸僢僩壒~]
Type     = PlaySnd
Trigger1 = Var(59) = 1
Value    = S2, 2
Channel  = 12

[State 9991,~埫揮側偟~]
Type     = VarSet
Trigger1 = Root,Var(5) != 1
V        = 2
Value    = 0
[State 9991,~埫揮偝偣傞~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 2
Value    = 1

[State 9991,~埫偝~]
Type     = VarSet
Trigger1 = Root,Var(5) = 1 && Var(2) = 1
V        = 1
Value    = 40
[State 9991,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -80
V        = 1
Value    = -8
[State 9991,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -76
V        = 1
Value    = -4
[State 9991,~柧傞偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) != 1 && Var(1) <= -4
V        = 1
Value    = 4

[State 9991,~攚宨偩偗埫偔~]
Type     = BGPalFx
Trigger1 = Var(1) <= -1 && Root,Anim != 3201
Trigger2 = Root,Anim = 3201 && Root,AnimElem = 6,<= 13
Time     = 1
Add      = Var(1),Var(1),Var(1)

[State 9991,~愰尵帪娫傪尭傜偟偰偙偆~]
Type     = ParentVarAdd
Trigger1 = Root,Var(5) = 1
FV       = 5
Value    = -2

[State 9991,~楈寕暅妶抣偁偘偰傗傞~]
Type     = ParentVarAdd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6000) >= 1
Trigger3 = NumHelper(6010) >= 1
Trigger4 = NumHelper(6020) >= 1
Trigger5 = NumHelper(6021) >= 1
Trigger6 = NumHelper(6030) >= 1
Trigger7 = NumHelper(6031) >= 1
Trigger8 = NumHelper(6032) >= 1
Trigger9 = NumHelper(6040) >= 1
V        = 9
Value    = 1

[State 9991,~曗廩姰椆壒~]
Type     = PlaySnd
Trigger1 = Root,FVar(4) >= 1000
Value    = S2, 8
Channel  = -1

;劅劅劅劅劅劅劅劅劅

[State 9991,~暥帤抲偒~]
Type        = Explod
TriggerAll  = Time >= 1
Trigger1    = Root,Var(5) = 1 && Var(23) = 0
Trigger2    = Root,Var(5) = 1 && Var(23) >= 20
Anim        = IfElse(Var(23) <= 19, 7900, 7901)
ID          = 7200
PosType     = Left
Pos         = Ifelse(Root,TeamSide = 1, 10, 240),190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = IfElse(Var(23) <= 19, 20, 1)
Scale       = 0.5,0.5
SprPriority = 4
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~堧晞暥帤1P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide = 1
Anim        = IfElse(Root,Var(51) <= 1, 7905, IfElse(Root,Var(51) >= 3, 7907, 7906))
ID          = 7905
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~堧晞暥帤2P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide != 1
Anim        = IfElse(Root,Var(51) <= 1, 7920, IfElse(Root,Var(51) >= 3, 7922, 7921))
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~擉晞暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7908, IfElse(Root,Var(52) >= 3, 7910, 7909))
ID          = 7908
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~擉晞暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7923, IfElse(Root,Var(52) >= 3, 7925, 7924))
ID          = 7923
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~懘偺懠暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7909+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~懘偺懠暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2 && Root,Var(59) != 0
Anim        = 7926+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7220
Scale    = 3.5+FVar(1),3.5+FVar(1)
;劅劅劅劅劅劅劅劅劅

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
FV       = 1
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) <= 30 && FVar(1) >= -2.9
FV       = 1
Value    = -0.1
[State 9991]
Type     = VarSet
Trigger1 = Var(23) >= 30 || FVar(1) <= -3
FV       = 1
Value    = -3

;劅劅劅劅劅劅劅劅劅

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 23
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 23
Value    = 1

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 24
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [41,50]
V        = 24
Value    = 20
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [51,52]
V        = 24
Value    = 15
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [53,54]
V        = 24
Value    = 10
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [55,56]
V        = 24
Value    = 5
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = 57
V        = 24
Value    = 3
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [58,59]
V        = 24
Value    = 2
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [60,62]
V        = 24
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9991,~楈椡暅妶~]
Type     = ChangeState
Trigger1 = Root,FVar(4) >= 1000
Value    = 9990

[State 9991,~擇屄埲忋弌偨傜嫋偟傑偣傫~]
Type     = DestroySelf
Trigger1 = NumHelper(9990) >= 2