;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖z丅

[statedef 100000]
type=s
physics=s
movetype=a
;anim=stateno
ctrl=0
sprpriority=2

[state ]
type=changeanim
trigger1 = anim != 100000
value = 100000


[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s100,5
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s100,6
freqmul=0.9
volume=255



[state ]
type=envshake
trigger1=animelemtime(4)=0
time=6
freq=165
ampl=3
phase=90



[state ]
type=explod
trigger1=animelemtime(4)+2=[0,11]
trigger1=(animelemtime(4)+2)%3=0
id=0
anim=8994
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=41+20,-55
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=0
anim=11011
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.2,0.2
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=41+20,-55
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0



[state ]
type=helper
trigger1=animelemtime(4)=[0,27]
trigger1=animelemtime(4)%7=0
id=53000
size.ground.front=53000
size.ground.back=0
size.mid.pos=53000,0
pos=41+20,-55
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0



[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1



[statedef 100010]
type=s
physics=s
movetype=a
anim=stateno
ctrl=0
sprpriority=2

[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s100,5
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s100,6
freqmul=0.9
volume=255



[state ]
type=envshake
trigger1=animelemtime(4)=0
time=6
freq=165
ampl=3
phase=90



[state ]
type=explod
trigger1=animelemtime(4)+2=[0,11]
trigger1=(animelemtime(4)+2)%3=0
id=0
anim=8994
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=41+20,-55
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=0
anim=11011
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.2,0.2
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=41+20,-55
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0



[state ]
type=helper
trigger1=animelemtime(4)=[0,27]
trigger1=animelemtime(4)%7=0
id=53001
size.ground.front=53001
size.ground.back=0
size.mid.pos=53001,0
pos=41+20,-55
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0



[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1



[statedef 100020]
type=s
physics=s
movetype=a
anim=stateno
ctrl=0
sprpriority=2

[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s100,5
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s100,19
freqmul=1.13
volume=255



[state ]
type=envshake
trigger1=animelemtime(4)=0
time=6
freq=165
ampl=3
phase=90



[state ]
type=explod
trigger1=animelemtime(3)+2=[0,11]
trigger1=(animelemtime(3)+2)%3=0
id=0
anim=8994
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=-25,-120
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
[state ]
type=explod
trigger1=animelemtime(3)=0
id=0
anim=11011
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.2,0.2
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=-25,-120
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0



[state ]
type=helper
trigger1=animelemtime(3)=[0,27]
trigger1=animelemtime(3)%7=0
id=53002
size.ground.front=53002
size.ground.back=0
size.mid.pos=53002,0
pos=-25,-120
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0



[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1



[statedef 100030]
type=s
physics=s
movetype=a
anim=stateno
ctrl=0
sprpriority=2

[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s100,5
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s100,6
freqmul=0.9
volume=255



[state ]
type=helper
trigger1=animelemtime(6)=0
id=53003
size.ground.front=53003
size.ground.back=0
size.mid.pos=53003,0
pos=61,-54-40
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0
[state ]
type=helper
trigger1=animelemtime(6)=14
id=53003
size.ground.front=53003
size.ground.back=0
size.mid.pos=53003,0
pos=61-40,-54+40
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0



[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖214a丅

[statedef 100100]
type=s
physics=s
movetype=a
anim=stateno
ctrl=0
sprpriority=2

[state ]
type=playsnd
trigger1=animelemtime(5)=[0,19]
trigger1=animelemtime(5)%10=0
value=s0,15
freqmul=0.9
volume=255
channel=1
[state ]
type=playsnd
trigger1=animelemtime(5)=[0,19]
trigger1=animelemtime(5)%10=5
value=s0,15
freqmul=0.9
volume=255
channel=2



[state ]
type=helper
trigger1=animelemtime(5)=[0,19]
trigger1=animelemtime(5)%5=0
id=53100
size.ground.front=53100
size.ground.back=0
size.mid.pos=53100,floor(-100+1.75*animelemtime(5))
size.head.pos=16,-146
pos=0,0
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0



[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖236y丅

;僈儞儅儗僀僶乕僗僩
[statedef 100200]
type=s
physics=s
movetype=a
;anim=stateno
ctrl=0
sprpriority=8

[state Time戙梡曄悢儕僙僢僩]
type=varset
trigger1 = anim != 100200
sysvar(3)=0
[state ]
type=changeanim
trigger1 = anim != 100200
value = 100200
[state ]
type=varset
trigger1 = !sysvar(3)
sysvar(2) = 100200
ignorehitpause = 1
[state ]
type=varset
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,7
freqmul=1.2
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,7
freqmul=0.8
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,8
freqmul=0.6
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,8
freqmul=0.6
volume=255

[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,6
freqmul=0.80
volume=255

[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s860,6
freqmul=0.9
volume=0
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s860,6
freqmul=1.8
volume=0

[state ]
type=playsnd
trigger1=animelemtime(1)=60+40+5
value=s1,2
freqmul=1.0
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=60+40+5
value=s10000,10
freqmul=1.3
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=60+40+5
value=s10000,9
freqmul=1.2
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=60+40+5
value=s10000,9
freqmul=1.201
volume=255

[state ]
type=playsnd
trigger1=animelemtime(1)=260
value=s10000,11
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=260
value=s10000,11
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1=animelemtime(1)=260
value=s10000,11
freqmul=0.9
volume=255



[state ]
type=explod
trigger1=animelemtime(1)=[0,19]
id=0
anim=8991
trans=addalpha
alpha=floor(128*cos((pi/2/20)*animelemtime(1))),floor(256*sin((pi/2/20)*animelemtime(1)))
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
[state ]
type=explod
trigger1=animelemtime(1)=[60+40+5,60+40+130-1]
trigger1=animelemtime(1)%8=0
id=0
anim=8991
trans=addalpha
alpha=96,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0

[state ]
type=envshake
triggerall=var(55)=0
trigger1=animelemtime(1)=[60+40,60+40+5]
time=2
freq=180
ampl=floor((36-32*sin((pi/2/6)*(animelemtime(1)-(60+40))))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
[state ]
type=envshake
triggerall=var(55)=0
trigger1=animelemtime(1)=[60+40+6,60+40+130-1]
time=2
freq=180
ampl=floor(4*sin((pi/2/0.96954)*(gametime%1000)))
phase=90

[state ]
type=assertspecial
triggerall=var(55)=0
trigger1=animelemtime(1)>=0&&animelemtime(1)<=259
flag=nobardisplay



[state ]
type=forcefeedback
trigger1=animelemtime(1)=[0,259]
trigger1=1||fvar(20):=pos x
trigger1=1||fvar(21):=pos y-300
[state ]
type=forcefeedback
trigger1=animelemtime(1)=[260,319]
trigger1=1||fvar(21):=pos y-300+300*(sin((pi/2/60)*(animelemtime(1)-260))**0.3)

[state ]
type=offset
trigger1=animelemtime(1)=[5,29]
x=facing*(-0.02*((animelemtime(1)-5)**2))
y=15*(sin((pi/2/25)*(animelemtime(1)-5))**0.4)
[state ]
type=offset
trigger1=animelemtime(1)=[30,54]
x=facing*(-0.02*((animelemtime(1)-5)**2))
y=-300+315*cos((pi/2/25)*(animelemtime(1)-30))
[state ]
type=offset
trigger1=animelemtime(1)=[55,259]
y=-300
[state ]
type=offset
trigger1=animelemtime(1)=[260,319]
y=-300+300*(sin((pi/2/60)*(animelemtime(1)-260))**0.3)



[state ]
type=explod
trigger1=animelemtime(1)=0
id=0
anim=11014
trans=addalpha
alpha=160,256
facing=-1
vfacing=1
scale=0.8,0.8
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=160,120+72
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=0
anim=11014
trans=addalpha
alpha=160,256
facing=-1
vfacing=1
scale=0.8,0.8
shadow=0,0,0
sprpriority=9
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=160,120+72
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=[0,19]
id=0
anim=8992
trans=addalpha
alpha=floor(256*sin((pi/2/20)*animelemtime(1))),floor(256*cos((pi/2/20)*animelemtime(1)))
facing=1
vfacing=1
scale=0.25,0.25
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=1
removeongethit=0
pos=160,floor(139+400-400*(sin((pi/2/20)*animelemtime(1))**0.1))
postype=back
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=[20,39]
id=0
anim=8992
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=0.25,0.25
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=1
removeongethit=0
pos=160,floor(139-0.3*(animelemtime(1)-20))
postype=back
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=[40,59]
id=0
anim=8992
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(1)-40))),floor(256*sin((pi/2/20)*(animelemtime(1)-40)))
facing=1
vfacing=1
scale=0.25,0.25
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=1
removeongethit=0
pos=160,floor(139-0.3*(animelemtime(1)-20))
postype=back
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



[state ]
type=explod
trigger1=animelemtime(1)=60
id=0
anim=11011
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.3,0.3
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=67,75
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=60+40
id=0
anim=11012
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.3,0.3
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=67,75
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=60+40
id=0
anim=11010
trans=addalpha
alpha=160,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=60+40
id=0
anim=11010
trans=addalpha
alpha=160,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=60+40+10
id=0
anim=11013
trans=addalpha
alpha=240,256
facing=1
vfacing=1
scale=0.55,0.55
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=-8,-6
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=60+40+10
id=0
anim=11013
trans=addalpha
alpha=80,256
facing=1
vfacing=1
scale=0.55,0.55
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=-8,-6
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=0
anim=11015
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=67,75
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=[60+40,60+40+130-1]
trigger1=animelemtime(1)%10=[0,1]
id=0
anim=11016
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=67,75
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



[state ]
type=projectile
trigger1=animelemtime(1)=[60+40+5,60+40+130-1]
projid=100200
projanim=9998
projremanim=-1
projscale=0,0
offset=160,0
postype=left
velocity=0,0
accel=0,0
projremove=0
projremovetime=1
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
chainid=-1
nochainid=-1
attr=s,ha
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=0
damage=2147483647,0
fall.damage=0
getpower=50,25
givepower=10,5
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=11
palfx.add=0,32,192
palfx.sinadd=48,64,192,10
palfx.color=0
palfx.invertall=1
pausetime=0,5
guard.pausetime=0,0
ground.hittime=25
air.hittime=25
guard.hittime=25
guard.ctrltime=25
airguard.ctrltime=25
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=0
ground.velocity=-3,-3
air.velocity=-3,-3
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardsound=-1
ignorehitpause=1
numhits = ifelse(var(25),1,0)



[state ]
type=reversaldef
trigger1=animelemtime(1)=[60+40,60+40+130-1]
attr=
reversal.attr=sca,aa,at,ap
hitonce=1
numhits=0
p2facing=1
pausetime=0,0
sparkno=-1
p2stateno=100209
ignorehitpause=0

;Time戙梡曄悢
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

[state 摿庩張棟僗僥乕僩]
type=Selfstate
trigger1 = 1
value=51516
ctrl=0


[statedef 100209]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=ishelper
value=stateno-1
persistent=256
ignorehitpause=1
[state ]
type=lifeset
trigger1=1
value=0
ignorehitpause=1
[state ]
type=powerset
trigger1=power<100
value=100
ignorehitpause=1
[state ]
type=changeanim
trigger1=time=0
trigger2=!hitshakeover
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=hitvelset
triggerall=hitshakeover
trigger1=1
x=1
y=1
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=0
[state ]
type=selfstate
triggerall=hitshakeover
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0

[statedef 100208]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=destroyself
trigger1=ishelper
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖愴摤婡丄敋寕婡丄媦傃愴娡僿儖僷乕愱梡僗僥乕僩丅

[statedef 53000]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侖偦偺屻丅

;僐儞僼傿僌丅
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53000
triggerall=root,fvar(34)=0
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=60+20*cos(random);仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(1):=120+40*cos(random);仛揋杮懱偵峌寕傪偟偼偠傔傞嫍棧丅
trigger1=1||fvar(2):=10;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.125;仛壛懍搙丅
trigger1=1||fvar(4):=1.5;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=1.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=40+10*cos(random);仛儗乕僓乕幩弌昿搙丅嵟昿偱13F偵1夞丅
trigger1=1||fvar(7):=15*(pi/180);仛儗乕僓乕偵偮偄偰丄僄僀儉偺僈僶嬶崌丅
trigger1=1||fvar(8):=600-ifelse(root,fvar(35)=1,300,0);仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=10+ifelse(root,fvar(37)=1,20,0)+ifelse(root,fvar(37)=2,999999999,0);仛懴媣抣丅
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53001
triggerall=root,fvar(34)=0
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=30+10*cos(random);仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(1):=180+60*cos(random);仛揋杮懱偵峌寕傪偟偼偠傔傞嫍棧丅
trigger1=1||fvar(2):=30;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.25;仛壛懍搙丅
trigger1=1||fvar(4):=1.25;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=1.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=40+10*cos(random);仛儗乕僓乕幩弌昿搙丅嵟昿偱13F偵1夞丅
trigger1=1||fvar(7):=15*(pi/180);仛儗乕僓乕偵偮偄偰丄僄僀儉偺僈僶嬶崌丅
trigger1=1||fvar(8):=600-ifelse(root,fvar(35)=1,300,0);仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=20+ifelse(root,fvar(37)=1,40,0)+ifelse(root,fvar(37)=2,999999999,0);仛懴媣抣丅
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53002
triggerall=root,fvar(34)=0
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=60+20*cos(random);仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(1):=120+40*cos(random);仛揋杮懱偵峌寕傪偟偼偠傔傞嫍棧丅
trigger1=1||fvar(2):=10;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.5;仛壛懍搙丅
trigger1=1||fvar(4):=1.5;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=1.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=180+20*cos(random);仛儗乕僓乕幩弌昿搙丅嵟昿偱13F偵1夞丅
trigger1=1||fvar(8):=600-ifelse(root,fvar(35)=1,250,0);仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=50+ifelse(root,fvar(37)=1,50,0)+ifelse(root,fvar(37)=2,999999999,0);仛懴媣抣丅
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53003
triggerall=root,fvar(34)=0
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=180;仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(2):=0.5;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.002;仛壛懍搙丅
trigger1=1||fvar(4):=1.0;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=2.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=120;仛儗乕僓乕幩弌昿搙丅嵟昿偱60F偵1夞丅
trigger1=1||fvar(8):=600-ifelse(root,fvar(35)=1,250,0);仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=100+ifelse(root,fvar(37)=1,150,0)+ifelse(root,fvar(37)=2,999999999,0);仛懴媣抣丅
ignorehitpause=1



;僐儞僼傿僌2丅
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53000
triggerall=root,fvar(34)=[1,2]
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=60+20*cos(random);仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(1):=120+40*cos(random);仛揋杮懱偵峌寕傪偟偼偠傔傞嫍棧丅
trigger1=1||fvar(2):=10;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.125;仛壛懍搙丅
trigger1=1||fvar(4):=1.5;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=1.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=25;仛儗乕僓乕幩弌昿搙丅嵟昿偱13F偵1夞丅
trigger1=1||fvar(7):=15*(pi/180);仛儗乕僓乕偵偮偄偰丄僄僀儉偺僈僶嬶崌丅
trigger1=1||fvar(8):=250;仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=2147483647;仛懴媣抣丅
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53001
triggerall=root,fvar(34)=[1,2]
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=30+10*cos(random);仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(1):=180+60*cos(random);仛揋杮懱偵峌寕傪偟偼偠傔傞嫍棧丅
trigger1=1||fvar(2):=30;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.25;仛壛懍搙丅
trigger1=1||fvar(4):=1.25;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=1.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=30;仛儗乕僓乕幩弌昿搙丅嵟昿偱13F偵1夞丅
trigger1=1||fvar(7):=15*(pi/180);仛儗乕僓乕偵偮偄偰丄僄僀儉偺僈僶嬶崌丅
trigger1=1||fvar(8):=300;仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=2147483647;仛懴媣抣丅
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53002
triggerall=root,fvar(34)=[1,2]
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=60+20*cos(random);仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(1):=150+40*cos(random);仛揋杮懱偵峌寕傪偟偼偠傔傞嫍棧丅
trigger1=1||fvar(2):=10;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.5;仛壛懍搙丅
trigger1=1||fvar(4):=1.5;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=1.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=35;仛儗乕僓乕幩弌昿搙丅嵟昿偱13F偵1夞丅
trigger1=1||fvar(8):=280;仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=2147483647;仛懴媣抣丅
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53003
triggerall=root,fvar(34)=[1,2]
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=180;仛揋杮懱偵嵟愙嬤偡傞帪丄帺暘偲揋杮懱偲偺嫍棧丅
trigger1=1||fvar(2):=0.75;仛嵟崅懍搙丅
trigger1=1||fvar(3):=0.012;仛壛懍搙丅
trigger1=1||fvar(4):=2.0;仛X壛懍搙攞棪丅
trigger1=1||fvar(5):=2.0;仛Y壛懍搙攞棪丅
trigger1=1||fvar(6):=60;仛儗乕僓乕幩弌昿搙丅嵟昿偱60F偵1夞丅
trigger1=1||fvar(8):=600;仛幩弌帩懕帪娫丅
trigger1=1||fvar(9):=2147483647;仛懴媣抣丅
ignorehitpause=1


;婎杮愝掕丅
[state ]
type=sprpriority
trigger1=1
value=7
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侖懍搙惂屼丅

;乽尰嵼抧揰偐傜尒偨懳愴憡庤偺悈暯妏搙乿偺應掕丅
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
triggerall=1||fvar(10):=facing*(enemynear,pos x+enemynear,facing*enemynear,const(size.mid.pos.x)-pos x)
triggerall=1||fvar(11):=enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y
triggerall=1||fvar(12):=(fvar(10)**2+fvar(11)**2)**0.5
trigger1=fvar(12)=0
trigger2=1||fvar(13):=(1-2*(fvar(11)<0))*acos(fvar(10)/fvar(12))
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53002
triggerall=1||fvar(10):=facing*(enemynear,pos x+enemynear,facing*enemynear,const(size.mid.pos.x)-pos x)
triggerall=1||fvar(11):=enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y-120
triggerall=1||fvar(12):=(fvar(10)**2+fvar(11)**2)**0.5
trigger1=fvar(12)=0
trigger2=1||fvar(13):=(1-2*(fvar(11)<0))*acos(fvar(10)/fvar(12))
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.mid.pos.x)=53003
triggerall=1||fvar(10):=facing*(enemynear,pos x+enemynear,facing*enemynear,const(size.mid.pos.x)-pos x-180)
triggerall=1||fvar(11):=enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y
triggerall=1||fvar(12):=(fvar(10)**2+fvar(11)**2)**0.5
trigger1=fvar(12)=0
trigger2=1||fvar(13):=(1-2*(fvar(11)<0))*acos(fvar(10)/fvar(12))
ignorehitpause=1

;乽栚昗妏搙乿偲乽尰嵼抧揰偐傜尒偨懳愴憡庤偺悈暯妏搙乿偲偺嵎堎應掕丅
[state ]
type=forcefeedback
triggerall=1||fvar(14):=(fvar(10)**2+fvar(11)**2+fvar(0)**2)**0.5
trigger1=fvar(14)=0
trigger2=1||fvar(15):=(1-2*(fvar(0)<0))*acos(fvar(12)/fvar(14))
ignorehitpause=1

;乽栚昗妏搙乿偺寛掕丅
[state ]
type=forcefeedback
trigger1=1||fvar(16):=(1-2*fvar(10)<0)*sin(fvar(13)+fvar(15))
trigger1=1||fvar(17):=(1-2*fvar(10)<0)*sin(fvar(13)-fvar(15))
trigger1=1||fvar(18):=fvar(13)+ifelse(fvar(16)<fvar(17),fvar(15),-fvar(15))
ignorehitpause=1



;乽栚昗妏搙乿偵恑傓偨傔偺乽曐帩偟偰偍偔傋偒懍搙偺悈暯妏搙乿偺嶼掕丅
[state ]
type=forcefeedback
triggerall=sysvar(3)<fvar(8)
triggerall=1||fvar(19):=-vel x+fvar(2)*cos(fvar(18))
triggerall=1||fvar(20):=-vel y+fvar(2)*sin(fvar(18))
triggerall=1||fvar(21):=(fvar(19)**2+fvar(20)**2)**0.5
trigger1=fvar(21)=0
trigger2=1||fvar(22):=(1-2*(fvar(20)<0))*acos(fvar(19)/fvar(21))
ignorehitpause=1

;乽曐帩偟偰偍偔傋偒懍搙偺悈暯妏搙乿傪曐帩偡傞偨傔偵昁梫側乽晅梌偡傋偒懍搙乿偺嶼掕偲晅梌丅
[state ]
type=veladd
trigger1=1||fvar(23):=fvar(3)*fvar(4)*cos(fvar(22))
trigger1=1||fvar(24):=fvar(3)*fvar(5)*sin(fvar(22))
x=ifelse(abs(fvar(19))<abs(fvar(23)),fvar(19),fvar(23))
y=ifelse(abs(fvar(20))<abs(fvar(24)),fvar(20),fvar(24))
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侖偦偺屻丅

;峌寕僼儔僌僙僢僩丅
[state ]
type=forcefeedback
triggerall=1||fvar(25):=0
triggerall=sysvar(3)>=60
trigger1=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
trigger1=fvar(12)<fvar(1)
trigger1=1||fvar(25):=1
trigger2=const(size.mid.pos.x)=53002
trigger2=fvar(11)<fvar(1)
trigger2=1||fvar(25):=1
trigger3=const(size.mid.pos.x)=53003
trigger3=sysvar(3)%120=[60,119]
trigger3=1||fvar(25):=1
ignorehitpause=1



;峌寕帪偵曄壔偡傞傾僯儊斣崋曐懚曄悢僙僢僩丅
[state ]
type=forcefeedback
triggerall=sysvar(3)=0
trigger1=const(size.mid.pos.x)=53000
trigger1=1||fvar(26):=8910
trigger2=const(size.mid.pos.x)=53001
trigger2=1||fvar(26):=8911
trigger3=const(size.mid.pos.x)=53002
trigger3=1||fvar(26):=8912
trigger4=const(size.mid.pos.x)=53003
trigger4=1||fvar(26):=-1
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侖峌寕帪偺彅乆丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侖triggerall=fvar(25)=1

;婎杮愝掕丅
[state ]
type=changeanim
triggerall=fvar(25)=1
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
value=floor(fvar(26))
ignorehitpause=1
[state ]
type=changeanim
triggerall=fvar(25)=1
triggerall=anim=floor(fvar(26))
trigger1=animtime=0
value=8999
ignorehitpause=1



;峌寕幩弌妏搙娗棟曄悢僙僢僩仌嵗昗曐懚曄悢僙僢僩丅
[state ]
type=forcefeedback
triggerall=fvar(25)=1
triggerall=anim!=floor(fvar(26))
trigger1=1||fvar(31):=fvar(13)
trigger1=1||fvar(32):=pos x
trigger1=1||fvar(33):=pos y
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=fvar(25)=1
triggerall=anim=floor(fvar(26))
triggerall=floor(sysfvar(4))%floor(fvar(6))=0
trigger1=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
trigger1=1||fvar(27):=cos(random)
trigger1=1||fvar(28):=(180/pi)*((fvar(13)+fvar(7)*fvar(27)+4*pi)-(2*pi)*floor((fvar(13)+fvar(7)*fvar(27)+4*pi)/(2*pi)))/2
trigger1=1||fvar(29):=floor(fvar(28))
trigger1=1||fvar(30):=ceil(fvar(28))
trigger1=1||fvar(31):=ifelse(abs(fvar(29)-fvar(28))<abs(fvar(30)-fvar(28)),fvar(29),fvar(30))
trigger1=1||fvar(32):=pos x
trigger1=1||fvar(33):=pos y
trigger2=const(size.mid.pos.x)=53002
trigger2=1||fvar(28):=(180/pi)*((0.5*pi+4*pi)-(2*pi)*floor((0.5*pi+4*pi)/(2*pi)))/2
trigger2=1||fvar(29):=floor(fvar(28))
trigger2=1||fvar(30):=ceil(fvar(28))
trigger2=1||fvar(31):=ifelse(abs(fvar(29)-fvar(28))<abs(fvar(30)-fvar(28)),fvar(29),fvar(30))
trigger2=1||fvar(32):=pos x
trigger2=1||fvar(33):=pos y
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=const(size.mid.pos.x)=53000
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
value=s10000,0
freqmul=0.9
volume=-224
ignorehitpause=1
[state ]
type=playsnd
triggerall=const(size.mid.pos.x)=53001
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
value=s1,9
freqmul=1.2
volume=-256
ignorehitpause=1
[state ]
type=playsnd
triggerall=const(size.mid.pos.x)=53002
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
value=s10000,1
freqmul=0.75
volume=0
ignorehitpause=1

[state ]
type=playsnd
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
value=s10000,3
freqmul=1.0
volume=64
ignorehitpause=1
[state ]
type=playsnd
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=30
value=s1,15
freqmul=0.9
volume=-192
ignorehitpause=1



;夋柺愝掕丅
[state ]
type=bgpalfx
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
triggerall=1||fvar(39):=256+192
trigger1=floor(sysfvar(4))%floor(fvar(6))=[30-1,31-1]
time=1
add=floor(-128+(32768/fvar(39))),floor(-128+(32768/fvar(39))),floor(-128+(32768/fvar(39)))
mul=floor(fvar(39)),floor(fvar(39)),floor(fvar(39))
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
triggerall=1||fvar(39):=256+192-192*sin((pi/2/3)*(floor(sysfvar(4))%floor(fvar(6))-32+1))
trigger1=floor(sysfvar(4))%floor(fvar(6))=[32-1,34-1]
time=1
add=floor(-128+(32768/fvar(39))),floor(-128+(32768/fvar(39))),floor(-128+(32768/fvar(39)))
mul=floor(fvar(39)),floor(fvar(39)),floor(fvar(39))
ignorehitpause=1
[state ]
type=envshake
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=30
time=6
freq=165
ampl=4
phase=90
ignorehitpause=1


;儗乕僓乕仌峌寕杮懱丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
id=0
anim=8540+180*(const(size.mid.pos.x)=53001)+floor(fvar(31))%180
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.2,0.2
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=30
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=40*cos((pi/180)*2*fvar(31)),40*sin((pi/180)*2*fvar(31))
accel=0,0
ignorehitpause=1
[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
triggerall=fvar(25)=1
triggerall=root,fvar(34)=[0,1]
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
trigger1=Enemy,movetype != H
projid=const(size.mid.pos.x)
projanim=8997
projremanim=-1
projscale=0,0
offset=floor(-facing*(fvar(32)-pos x)-40*cos((pi/180)*2*fvar(31))+vel x),floor(-(fvar(33)-pos y)-40*sin((pi/180)*2*fvar(31))+vel y)
postype=p1
velocity=40*cos((pi/180)*2*fvar(31)),40*sin((pi/180)*2*fvar(31))
accel=0,0
projremove=0
projremovetime=30
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
attr=a,na
hitflag=hlafdp
guardflag=
hitonce=0
ground.type=none
air.type=none
sparkno=-1
numhits=0
fall=0
air.fall=0
ignorehitpause=1
numhits = ifelse(var(25),1,0)

palfx.time=11
palfx.add=0,32,192
palfx.sinadd=48,64,192,10
palfx.color=0
palfx.invertall=1


[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
triggerall=fvar(25)=1
triggerall=root,fvar(34)=[0,1]
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
trigger1=Enemy,movetype != H
projid=const(size.mid.pos.x)
projanim=8997
projremanim=-1
projscale=0,0
offset=floor(-facing*(fvar(32)-pos x)+80*cos((pi/180)*2*fvar(31))+vel x),floor(-(fvar(33)-pos y)+80*sin((pi/180)*2*fvar(31))+vel y)
postype=p1
velocity=40*cos((pi/180)*2*fvar(31)),40*sin((pi/180)*2*fvar(31))
accel=0,0
projremove=0
projremovetime=30
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
attr=a,nt
hitflag=hlafdp
guardflag=
hitonce=0
ground.type=none
air.type=none
sparkno=-1
numhits=0
fall=0
air.fall=0
ignorehitpause=1
numhits = ifelse(var(25),1,0)

palfx.time=11
palfx.add=0,32,192
palfx.sinadd=48,64,192,10
palfx.color=0
palfx.invertall=1


[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
triggerall=fvar(25)=1
triggerall=root,fvar(34)=[0,1]
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
trigger1=Enemy,movetype = H
projid=const(size.mid.pos.x)
projanim=8997
projremanim=-1
projscale=0,0
offset=floor(-facing*(fvar(32)-pos x)-40*cos((pi/180)*2*fvar(31))+vel x),floor(-(fvar(33)-pos y)-40*sin((pi/180)*2*fvar(31))+vel y)
postype=p1
velocity=40*cos((pi/180)*2*fvar(31)),40*sin((pi/180)*2*fvar(31))
accel=0,0
projremove=0
projremovetime=30
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
attr = A, SA
damage = 0,0
animtype = Hard
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 3
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;僈乕僪僄僼僃僋僩
guard.hittime = 27
guard.ctrltime = 27
ground.type = High
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -1,0
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
palfx.time = 11
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1

numhits = ifelse(var(25),1,0)


[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
triggerall=fvar(25)=1
triggerall=root,fvar(34)=[0,1]
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
trigger1=Enemy,movetype = H
projid=const(size.mid.pos.x)
projanim=8997
projremanim=-1
projscale=0,0
offset=floor(-facing*(fvar(32)-pos x)+80*cos((pi/180)*2*fvar(31))+vel x),floor(-(fvar(33)-pos y)+80*sin((pi/180)*2*fvar(31))+vel y)
postype=p1
velocity=40*cos((pi/180)*2*fvar(31)),40*sin((pi/180)*2*fvar(31))
accel=0,0
projremove=0
projremovetime=30
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
attr = A, SA
damage = 0,0
animtype = Hard
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 3
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;僈乕僪僄僼僃僋僩
guard.hittime = 27
guard.ctrltime = 27
ground.type = High
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -1,0
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
palfx.time = 11
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1

numhits = ifelse(var(25),1,0)




;挻嫮壔斉
[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001
triggerall=fvar(25)=1
triggerall=root,fvar(34)=2
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
projid=const(size.mid.pos.x)
projanim=8997
projremanim=-1
projscale=0,0
offset=floor(-facing*(fvar(32)-pos x)-40*cos((pi/180)*2*fvar(31))+vel x),floor(-(fvar(33)-pos y)-40*sin((pi/180)*2*fvar(31))+vel y)
postype=p1
velocity=40*cos((pi/180)*2*fvar(31)),40*sin((pi/180)*2*fvar(31))
accel=0,0
projremove=0
projremovetime=30
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
attr=a,na
hitflag=hlafdp
guardflag=
hitonce=0
damage=70+random%50
ground.type=high
air.type=high
sparkno=-1
numhits=0
fall=0
air.fall=0
ignorehitpause=1
numhits = ifelse(var(25),1,0)

palfx.time=11
palfx.add=0,32,192
palfx.sinadd=48,64,192,10
palfx.color=0
palfx.invertall=1


[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53002
triggerall=fvar(25)=1
triggerall=root,fvar(34)=[0,1]
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
projid=53002
projanim=8920
projhitanim=8921
projremanim=8921
projscale=0.4,0.4
offset=floor(-facing*(fvar(32)-pos x)+vel x),floor(-(fvar(33)-pos y)+vel y)
postype=p1
velocity=0.1*vel x,0.1*vel y
accel=0,0.1
projremove=1
projremovetime=-1
projsprpriority=7
projedgebound=99999
projstagebound=99999
projheightbound = -9999,0
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
chainid=-1
nochainid=-1
attr=a,na
hitflag=hafl
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=0
damage=50,25
fall.damage=0
getpower=50,25
givepower=10,5
kill=1
guard.kill=0
animtype=hard
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1-2*(0.1*vel x<0)
;p1getp2facing=0
palfx.time=0
pausetime=0,5
guard.pausetime=0,0
ground.hittime=5
air.hittime=5
guard.hittime=5
guard.ctrltime=5
airguard.ctrltime=5
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=0
ground.velocity=0.8*enemynear,vel x,0.8*enemynear,vel y
air.velocity=0.8*enemynear,vel x,0.8*enemynear,vel y
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardsound=-1
sprpriority=-2147483648
ignorehitpause=1
numhits = ifelse(var(25),1,0)

;挻嫮壔
[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53002
triggerall=fvar(25)=1
triggerall=root,fvar(34)=2
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
projid=53002
projanim=8920
projhitanim=8921
projremanim=8921
projscale=0.4,0.4
offset=floor(-facing*(fvar(32)-pos x)+vel x),floor(-(fvar(33)-pos y)+vel y)
postype=p1
velocity=0.1*vel x,0.1*vel y
accel=0,0.1
projremove=1
projremovetime=-1
projsprpriority=7
projedgebound=99999
projstagebound=99999
projheightbound = -9999,0
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
chainid=-1
nochainid=-1
attr=a,na
hitflag=hafl
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=0
damage=200,25
fall.damage=0
getpower=50,25
givepower=-100,-5
kill=1
guard.kill=1
animtype=hard
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1-2*(0.1*vel x<0)
;p1getp2facing=0
palfx.time=0
pausetime=0,5
guard.pausetime=0,0
ground.hittime=5
air.hittime=5
guard.hittime=5
guard.ctrltime=5
airguard.ctrltime=5
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=0
ground.velocity=0.8*enemynear,vel x,0.8*enemynear,vel y
air.velocity=0.8*enemynear,vel x,0.8*enemynear,vel y
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardsound=-1
sprpriority=-2147483648
ignorehitpause=1
numhits = ifelse(var(25),1,0)

;攇摦朇仌峌寕杮懱丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
id=0
anim=8930
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.2,0.2
shadow=0,0,0
sprpriority=8
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(68*0.75-facing*(fvar(32)-pos x)),floor(-3*0.75-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=0
id=0
anim=8931
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=8
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(68*0.75-facing*(fvar(32)-pos x)),floor(-3*0.75-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
triggerall=root,fvar(34)=[0,1]
trigger1=floor(sysfvar(4))%floor(fvar(6))=30
trigger2=floor(sysfvar(4))%floor(fvar(6))=37
trigger3=floor(sysfvar(4))%floor(fvar(6))=44
trigger4=floor(sysfvar(4))%floor(fvar(6))=51
projid=53003
projanim=8996
projremanim=-1
projscale=0,0
offset=floor(68*0.75-facing*(fvar(32)-pos x)+vel x),floor(-3*0.75-(fvar(33)-pos y)+vel y)
postype=p1
velocity=0,0
accel=0,0
projremove=0
projremovetime=1
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
chainid=-1
nochainid=-1
attr=a,na
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=0
damage=Enemy,lifemax/75,0
fall.damage=0
getpower=50,25
givepower=10,5
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=11
palfx.add=0,32,192
palfx.sinadd=48,64,192,10
palfx.color=0
palfx.invertall=1
pausetime=0,5
guard.pausetime=0,0
ground.hittime=25
air.hittime=25
guard.hittime=25
guard.ctrltime=25
airguard.ctrltime=25
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=0
ground.velocity=-15;*enemynear,vel x,0.8*enemynear,vel y
air.velocity=-3,-2;0.8*enemynear,vel x,0.8*enemynear,vel y
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardsound=-1
ignorehitpause=1
numhits = ifelse(var(25),1,0)

;挻嫮壔朇
[state ]
type=projectile
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
triggerall=root,fvar(34)=2
trigger1=floor(sysfvar(4))%floor(fvar(6))=30
trigger2=floor(sysfvar(4))%floor(fvar(6))=37
trigger3=floor(sysfvar(4))%floor(fvar(6))=44
trigger4=floor(sysfvar(4))%floor(fvar(6))=51
projid=53003
projanim=8996
projremanim=-1
projscale=0,0
offset=floor(68*0.75-facing*(fvar(32)-pos x)+vel x),floor(-3*0.75-(fvar(33)-pos y)+vel y)
postype=p1
velocity=0,0
accel=0,0
projremove=0
projremovetime=1
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
chainid=-1
nochainid=-1
attr=a,na
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=0
damage=Enemy,lifemax/20,0
fall.damage=0
getpower=50,25
givepower=-100,5
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=11
palfx.add=0,32,192
palfx.sinadd=48,64,192,10
palfx.color=0
palfx.invertall=1
pausetime=0,5
guard.pausetime=0,0
ground.hittime=25
air.hittime=25
guard.hittime=25
guard.ctrltime=25
airguard.ctrltime=25
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=0
ground.velocity=-15;*enemynear,vel x,0.8*enemynear,vel y
air.velocity=-3,-2;0.8*enemynear,vel x,0.8*enemynear,vel y
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardsound=-1
ignorehitpause=1
numhits = ifelse(var(25),1,0)

;峌寕柦拞帪丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
triggerall=fvar(25)=1
trigger1=floor(sysfvar(4))%floor(fvar(6))=31
trigger1=root,projcontacttime(53003)=0+1
id=0
anim=7020
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.8,2
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=15
removeongethit=0
pos=floor(fvar(10)+180),0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;峌寕帪宱夁帪娫娗棟曄悢僙僢僩丅
[state ]
type=varadd
triggerall=fvar(25)=1
trigger1=1
sysfvar(4)=1
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侖triggerall=fvar(25)=0

;婎杮愝掕丅
[state ]
type=changeanim
triggerall=fvar(25)=0
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
triggerall=anim!=8999
trigger1=anim!=floor(fvar(26))
trigger2=anim=floor(fvar(26))
trigger2=animtime=0
value=8999
ignorehitpause=1



;峌寕帪宱夁帪娫娗棟曄悢僙僢僩丅
[state ]
type=varset
triggerall=fvar(25)=0
trigger1=1
sysfvar(4)=0
ignorehitpause=1



;峌寕幩弌妏搙娗棟曄悢僙僢僩仌嵗昗曐懚曄悢僙僢僩丅
[state ]
type=forcefeedback
triggerall=fvar(25)=0
triggerall=anim!=floor(fvar(26))
trigger1=1||fvar(31):=fvar(13)
trigger1=1||fvar(32):=pos x
trigger1=1||fvar(33):=pos y
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侖偦偺屻丅

;婎杮愝掕丅
[state ]
type=changeanim
triggerall=const(size.mid.pos.x)=53003
trigger1=1
value=8998
ignorehitpause=1



;夋柺愝掕丅
[state ]
type=envshake
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=0
time=6
freq=165
ampl=3
phase=90
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1



;價僕儏傾儖僙僢僩丅
[state ]
type=trans
trigger1=1
trans=add
ignorehitpause=1

[state ]
type=angledraw
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=1
scale=0.15,0.15
value=-2*fvar(31)
ignorehitpause=1
[state ]
type=angledraw
triggerall=const(size.mid.pos.x)=53003
trigger1=1
scale=0.5*0.75,0.5*0.75
ignorehitpause=1

[state ]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1



;嵗昗愝掕丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;愴摤婡丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53000
trigger1=1||fvar(34):=(180/pi)*((fvar(13)+4*pi)-(2*pi)*floor((fvar(13)+4*pi)/(2*pi)))/2
trigger1=1||fvar(35):=floor(fvar(34))
trigger1=1||fvar(36):=ceil(fvar(34))
trigger1=1||fvar(37):=ifelse(abs(fvar(35)-fvar(34))<abs(fvar(36)-fvar(34)),fvar(35),fvar(36))
id=0
anim=8000;+floor(fvar(37))%180
;trans=addalpha
;alpha=0,0
facing=1-2*(fvar(10)<0)
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6*(1-2*(vel x>0))
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53001
trigger1=1||fvar(34):=(180/pi)*((fvar(13)+4*pi)-(2*pi)*floor((fvar(13)+4*pi)/(2*pi)))/2
trigger1=1||fvar(35):=floor(fvar(34))
trigger1=1||fvar(36):=ceil(fvar(34))
trigger1=1||fvar(37):=ifelse(abs(fvar(35)-fvar(34))<abs(fvar(36)-fvar(34)),fvar(35),fvar(36))
id=0
anim=8180;+floor(fvar(37))%180
;trans=addalpha
;alpha=0,0
facing=1-2*(fvar(10)<0)
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6*(1-2*(vel x>0))
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;敋寕婡丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53002
trigger1=1||fvar(34):=(180/pi)*((fvar(13)+4*pi)-(2*pi)*floor((fvar(13)+4*pi)/(2*pi)))/2
trigger1=1||fvar(35):=floor(fvar(34))
trigger1=1||fvar(36):=ceil(fvar(34))
trigger1=1||fvar(37):=ifelse(abs(fvar(35)-fvar(34))<abs(fvar(36)-fvar(34)),fvar(35),fvar(36))
id=0
anim=8360;+floor(fvar(37))%180
;trans=addalpha
;alpha=0,0
facing=1-2*(fvar(10)<0)
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=6*(1-2*(vel x>0))
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;偍僼僱丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=1
id=0
anim=8900
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5*0.75,0.5*0.75
shadow=0,0,0
sprpriority=7
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)%2=0
id=0
anim=8940
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.15,0.15
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-46*0.75-facing*(fvar(32)-pos x)),floor(3*0.75-(fvar(33)-pos y))
postype=p1
random=5,5
bindtime=1
vel=-1-1*cos(random),0.5*cos(random)
accel=0,0
ignorehitpause=1

[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=0
id=0
anim=8901
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5*0.75,0.5*0.75*0.75
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=0
id=0
anim=8901
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5*0.75,0.5*0.75*0.75
shadow=0,0,0
sprpriority=8
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;嫀傝嵺丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=fvar(8)
id=0
anim=8902
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5*0.75,0.5*0.75*0.75
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=fvar(8)
id=0
anim=8902
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5*0.75,0.5*0.75*0.75
shadow=0,0,0
sprpriority=8
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=fvar(8)+29
id=0
anim=8903
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.5*0.75,0.5*0.75*0.75
shadow=0,0,0
sprpriority=8
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=20,0
accel=0,0
ignorehitpause=1



;旐抏偐偮旕攋夡帪丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=gethitvar(damage)>0
trigger1=gethitvar(damage)<fvar(9)
id=0
anim=8960
;trans=addalpha
;alpha=0,0
facing=1-2*(random%2=0)
vfacing=1-2*(random%2=0)
scale=0.3*0.5,0.3*0.5
shadow=0,0,0
sprpriority=20
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=9,9
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=gethitvar(damage)>0
trigger1=gethitvar(damage)<fvar(9)
id=0
anim=8960
;trans=addalpha
;alpha=0,0
facing=1-2*(random%2=0)
vfacing=1-2*(random%2=0)
scale=0.8*0.5,0.8*0.5
shadow=0,0,0
sprpriority=20
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=24,24
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1

;旐抏偐偮攋夡帪丅
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=gethitvar(damage)>=fvar(9)
trigger1=!root,var(6);BlackCurl仛
id=0
anim=8950
;trans=addalpha
;alpha=0,0
facing=1-2*(random%2=0)
vfacing=1-2*(random%2=0)
scale=0.3*0.5,0.3*0.5
shadow=0,0,0
sprpriority=20
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.mid.pos.x)=53003
trigger1=gethitvar(damage)>=fvar(9)
id=0
anim=8950
;trans=addalpha
;alpha=0,0
facing=1-2*(random%2=0)
vfacing=1-2*(random%2=0)
scale=0.8*0.5,0.8*0.5
shadow=0,0,0
sprpriority=20
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;嵗昗愝掕丅
[state ]
type=offset
trigger1=1
x=fvar(32)-pos x
y=fvar(33)-pos y
ignorehitpause=1
[state ]
type=offset
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=[0,4]
x=facing*(-320+320*(sin((pi/2/5)*sysvar(3))**0.9)+fvar(32)-pos x)
y=fvar(33)-pos y
ignorehitpause=1
[state ]
type=offset
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=[floor(fvar(8)),floor(fvar(8)+29)]
x=facing*(800-800*(cos((pi/2/30)*(sysvar(3)-fvar(8)))**0.2)+fvar(32)-pos x)
y=fvar(33)-pos y
ignorehitpause=1


[state 愴娡弌寕壒];BlackCurl仛
type=playsnd
triggerall=const(size.mid.pos.x)=53003
trigger1=!sysvar(3)
value=s1,5
freqmul=1.1
volume=-192
[state 愴娡弌寕壒2];BlackCurl仛
type=playsnd
triggerall=const(size.mid.pos.x)=53003
trigger1=!sysvar(3)
value=s1,19
freqmul=1.15
volume=-192

[state 愴娡揚戅壒];BlackCurl仛
type=playsnd
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=600
value=s1,19
freqmul=1.15
volume=-128
[state 愴娡揚戅壒2];BlackCurl仛
type=playsnd
triggerall=const(size.mid.pos.x)=53003
trigger1=sysvar(3)=600
value=s1,17
freqmul=0.9
volume=-128


[State , 帺摦弌尰僄僼僃僋僩昞帵];BlackCurl仛
type = Explod
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=!sysvar(3)
anim = 7134
postype = p1
pos = 0,0
bindtime=1
scale = 0.3,0.3
ignorehitpause =1
sprpriority = -1
ownpal =1
[State , 帺摦弌尰僄僼僃僋僩昞帵];BlackCurl仛
type = Explod
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=!sysvar(3)
anim = 9994
postype = p1
pos = 0,0
bindtime=15
scale = 0.1,0.1
ignorehitpause =1
sprpriority = -1
ownpal =1
[state ]
type=playsnd
triggerall=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=!sysvar(3)
value=s100,5+random%2
freqmul=0.9
volume=255

[State , 僄僼僃僋僩昞帵];BlackCurl仛
type = Explod
triggerall=const(size.mid.pos.x)=53003
trigger1=!sysvar(3)
anim = 11002
postype = p1
pos = 0,0
bindtime=199
scale = 0.3,0.25
ignorehitpause =1
sprpriority = -1
ownpal =1


[State , 僄僼僃僋僩昞帵];BlackCurl仛
type = Explod
triggerall=const(size.mid.pos.x)=[53000,53002]
trigger1=!sysvar(3)
trigger1=root,stateno = 3030 && root,var(6)
anim = 7038
ID = 7038
postype = p1
pos = 0,0
removetime = 600
bindtime=199999
scale = 0.3,0.3
ignorehitpause =1
[state ]
type=modifyexplod
trigger1=numexplod(7038)
id=7038
postype=p1
pos=floor(-facing*(fvar(32)-pos x)),floor(-(fvar(33)-pos y))
sprpriority = 6
ownpal =1
[State 0, RemoveExplod];BlackCurl仛
type = RemoveExplod
trigger1=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=sysvar(3)>=fvar(8)
trigger1=abs(pos x)>160+50||screenpos y<0-50||screenpos y>240+50
trigger2=const(size.mid.pos.x)=53003
trigger2=sysvar(3)>=fvar(8)+30
trigger3=gethitvar(damage)>fvar(9)
trigger3=!root,var(6);BlackCurl仛
trigger4=!root,var(6)
id = 7038

;time戙梡曄悢僙僢僩丅
[state ]
type=varadd
trigger1=1
sysvar(3)=1
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=const(size.mid.pos.x)=53000||const(size.mid.pos.x)=53001||const(size.mid.pos.x)=53002
trigger1=sysvar(3)>=fvar(8)
trigger1=abs(pos x)>160+50||screenpos y<0-50||screenpos y>240+50
trigger2=const(size.mid.pos.x)=53003
trigger2=sysvar(3)>=fvar(8)+30
trigger3=gethitvar(damage)>fvar(9)
trigger3=!root,var(6);BlackCurl仛
ignorehitpause=1



;僗僥乕僩堏峴丅
[state ]
type=changestate
trigger1=1
value=5150
persistent=256
ignorehitpause=1

[statedef 53001]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=1
value=53000
persistent=256
ignorehitpause=1
[statedef 53002]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=1
value=53000
persistent=256
ignorehitpause=1

;愴娡弌尰
[statedef 53003]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=1
value=53000
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖斀幩儗乕僓乕愱梡僗僥乕僩丅

;斀幩儗乕僓乕
[statedef 53100]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1

;僐儞僼傿僌丅
[state ]
type=forcefeedback
trigger1=sysvar(3)=0
trigger1=1||fvar(6):=0;悈暯斀幩偺桳柍丅
trigger1=1||fvar(7):=1;悅捈斀幩偺桳柍丅
trigger1=1||fvar(8):=3;斀幩夞悢丅
trigger1=1||fvar(4):=18+3*const(size.ground.back);儗乕僓乕揥奐懍搙丅
trigger1=1||fvar(5):=18+3*const(size.ground.back);儗乕僓乕廂懇懍搙丅
ignorehitpause=1



;婎杮愝掕丅
[state ]
type=changeanim
triggerall=const(size.ground.back)!=fvar(8)
trigger1=anim!=11000
value=11000
ignorehitpause=1
[state ]
type=changeanim
triggerall=const(size.ground.back)=fvar(8)
trigger1=anim!=11001
value=11001
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=6
ignorehitpause=1



;夋柺愝掕丅
[state ]
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1



;嵗昗愝掕丅
[state ]
type=posset
trigger1=sysvar(3)=0
x=parent,pos x+facing*(-parent,vel x+const(size.head.pos.x))
y=parent,pos y-parent,vel y+const(size.head.pos.y)
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=const(size.ground.back)>=1
triggerall=const(size.ground.back)!=fvar(8)
trigger1=sysvar(3)=0
value=s10000,5
freqmul=1.4
volume=0
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=const(size.ground.back)>=1
triggerall=const(size.ground.back)=fvar(8)
trigger1=sysvar(3)=0
value=s10000,5
freqmul=0.7
volume=0
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=const(size.ground.back)>=1
triggerall=const(size.ground.back)=fvar(8)
trigger1=sysvar(3)=0
value=s0,15
freqmul=0.9
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=const(size.ground.back)>=1
triggerall=const(size.ground.back)=fvar(8)
trigger1=sysvar(3)=0
value=s0,15
freqmul=0.9
volume=255
channel=3
ignorehitpause=1

;夋柺梙傟丅
[state ]
type=envshake
triggerall=const(size.ground.back)>=1
triggerall=const(size.ground.back)=fvar(8)
trigger1=sysvar(3)=0
time=6
freq=165
ampl=3
phase=90

;斀幩僄僼僃僋僩丅
[state ]
type=explod
triggerall=const(size.ground.back)>=1
triggerall=const(size.ground.back)!=fvar(8)
trigger1=sysvar(3)=0
id=0
anim=8960
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.2,0.2
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=const(size.ground.back)>=1
triggerall=const(size.ground.back)=fvar(8)
trigger1=sysvar(3)=0
id=0
anim=8961
;trans=addalpha
;alpha=0,0
facing=1
vfacing=1
scale=0.2,0.2
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;僗働乕儖娗棟曄悢僙僢僩丅
[state ]
type=forcefeedback
triggerall=sysvar(3)=0
trigger1=1||fvar(0):=-395
trigger1=1||fvar(1):=0.002
trigger1=1||fvar(2):=0.002*20
trigger1=1||fvar(3):=const(size.mid.pos.y)*(pi/180)
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=const(size.ground.back)=fvar(8)
triggerall=sysvar(3)=0
triggerall=1||fvar(20):=facing*(enemynear,pos x+enemynear,facing*enemynear,const(size.mid.pos.x)-pos x)
triggerall=1||fvar(21):=enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y
triggerall=1||fvar(22):=(fvar(20)**2+fvar(21)**2)**0.5
trigger1=fvar(22)=0
trigger2=1||fvar(3):=(1-2*(fvar(21)<0))*acos(fvar(20)/fvar(22))
ignorehitpause=1

[state ]
type=forcefeedback
triggerall=fvar(10)=1||fvar(10)=4
trigger1=1||fvar(10):=fvar(10)+1
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=fvar(10)=2||fvar(10)=5
triggerall=1||fvar(20):=-2*fvar(0)*fvar(1)-fvar(5)
trigger1=fvar(20)>0
trigger2=1||fvar(20):=0
trigger2=1||fvar(10):=fvar(10)+1
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=fvar(10)=0
trigger1=1||fvar(20):=-2*fvar(0)*fvar(1)+fvar(4)
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=fvar(10)=0
trigger1=fvar(20)*cos(fvar(3))>-facing*pos x-160-10
trigger1=fvar(20)*cos(fvar(3))<-facing*pos x+160+10
trigger2=fvar(20)*cos(fvar(3))<=-facing*pos x-160-10
trigger2=1||fvar(20):=(-facing*pos x-160)/cos(fvar(3))
trigger2=1||fvar(10):=1
trigger3=fvar(20)*cos(fvar(3))>=-facing*pos x+160+10
trigger3=1||fvar(20):=(-facing*pos x+160)/cos(fvar(3))
trigger3=1||fvar(10):=1
[state ]
type=forcefeedback
triggerall=fvar(10)=0
trigger1=fvar(20)*sin(fvar(3))>-screenpos y-10
trigger1=fvar(20)*sin(fvar(3))<-screenpos y+240+10
trigger2=fvar(20)*sin(fvar(3))<=-screenpos y-10
trigger2=1||fvar(20):=-screenpos y/sin(fvar(3))
trigger2=1||fvar(10):=4
trigger3=fvar(20)*sin(fvar(3))>=-screenpos y+240+10
trigger3=1||fvar(20):=(-screenpos y+240)/sin(fvar(3))
trigger3=1||fvar(10):=4
ignorehitpause=1
[state ]
type=forcefeedback
trigger1=1||fvar(1):=fvar(20)/(-2*fvar(0))
ignorehitpause=1



;嵗昗愝掕丅
[state ]
type=offset
triggerall=fvar(10)=0
trigger1=1
x=facing*(-fvar(0)*fvar(1)*cos(fvar(3)))
y=-fvar(0)*fvar(1)*sin(fvar(3))
ignorehitpause=1
[state ]
type=posadd
triggerall=fvar(10)=1||fvar(10)=4
trigger1=1
x=-2*fvar(0)*fvar(1)*cos(fvar(3))
y=-2*fvar(0)*fvar(1)*sin(fvar(3))
ignorehitpause=1
[state ]
type=offset
triggerall=(fvar(10)=[1,2])||(fvar(10)=[4,5])
trigger1=1
x=facing*(fvar(0)*fvar(1)*cos(fvar(3)))
y=fvar(0)*fvar(1)*sin(fvar(3))
ignorehitpause=1


;價僕儏傾儖僙僢僩丅
[state ]
type=trans
trigger1=1
trans=add
ignorehitpause=1

[state ]
type=angledraw
trigger1=1
scale=fvar(1),fvar(2)
value=-(180/pi)*fvar(3)
ignorehitpause=1

[state ]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1



;僿儖僷乕幩弌丅
[state ]
type=helper
triggerall=fvar(10)=1
triggerall=fvar(6)=1
trigger1=const(size.ground.back)<fvar(8)
id=53100
size.ground.front=53100
size.ground.back=const(size.ground.back)+1
size.mid.pos=53100,180-const(size.mid.pos.y)
size.head.pos=0,0
pos=0,0
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=fvar(10)=4
triggerall=fvar(7)=1
trigger1=const(size.ground.back)<fvar(8)
id=53100
size.ground.front=53100
size.ground.back=const(size.ground.back)+1
size.mid.pos=53100,-const(size.mid.pos.y)
size.head.pos=0,0
pos=0,0
helpertype=player
keyctrl=0
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
triggerall=const(size.ground.back)!=fvar(8)
triggerall=fvar(10)=0
trigger1=sysvar(3)=0
projid=53100
projanim=8995
projremanim=-1
projscale=0,0
offset=floor(-10*cos(fvar(3))+vel x),floor(-10*sin(fvar(3))+vel y)
postype=p1
velocity=fvar(4)*cos(fvar(3)),fvar(4)*sin(fvar(3))
accel=0,0
projremove=0
projremovetime=10
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
chainid=-1
nochainid=-1
attr=a,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=0
damage=50,100
fall.damage=0
getpower=50,25
givepower=10,5
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1-2*(fvar(4)*cos(fvar(3))<0)
;p1getp2facing=0
palfx.time=0
pausetime=0,15
guard.pausetime=0,0
ground.hittime=30
air.hittime=30
guard.hittime=30
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=0
ground.velocity=-5*(1-2*(fvar(4)*cos(fvar(3))<0)),-3
air.velocity=-5*(1-2*(fvar(4)*cos(fvar(3))<0)),-3
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648;p1stateno=50
ignorehitpause=1
numhits = ifelse(var(25),1,0)

[state ]
type=projectile
triggerall=const(size.ground.back)=fvar(8)
triggerall=fvar(10)=0
trigger1=sysvar(3)=0
projid=53101
projanim=8995
projremanim=-1
projscale=0,0
offset=floor(-10*cos(fvar(3))+vel x),floor(-10*sin(fvar(3))+vel y)
postype=p1
velocity=fvar(4)*cos(fvar(3)),fvar(4)*sin(fvar(3))
accel=0,0
projremove=0
projremovetime=10
projsprpriority=-2147483648
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647
supermovetime=2147483647
affectteam=e
chainid=-1
nochainid=-1
attr=a,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=0
damage=60,120
fall.damage=0
getpower=50,25
givepower=10,5
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1-2*(fvar(4)*cos(fvar(3))<0)
;p1getp2facing=0
palfx.time=0
pausetime=0,15
guard.pausetime=0,0
ground.hittime=30
air.hittime=30
guard.hittime=30
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-5*(1-2*(fvar(4)*cos(fvar(3))<0)),-3
air.velocity=-5*(1-2*(fvar(4)*cos(fvar(3))<0)),-3
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
numhits = ifelse(var(25),1,0)
ignorehitpause=1



;time戙梡曄悢僙僢僩丅
[state ]
type=varadd
trigger1=1
sysvar(3)=1
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
triggerall=fvar(10)=3||fvar(10)=6
trigger1=1
ignorehitpause=1



;僗僥乕僩堏峴丅
[state ]
type=changestate
trigger1=1
value=5150
persistent=256
ignorehitpause=1







