;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 儅僗働僢僩廵丒曻傝搳偘乮屻曽乯
[Statedef 11010]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11010
ctrl = 0
sprpriority = 3

[State 11010, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11010, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11010, 3]
type = VelSet
trigger1 = Time > 0
x = -2.5
y = -0.9+(Time*0.1)

[State 11010, 4]
type = AngleDraw
trigger1 = 1
value = 135+(Time*11)

[State 11010, 5]
type = Trans
trigger1 = Time > 0
trans = AddAlpha
alpha = 256-(Time*12),256

[State 11010, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 儅僗働僢僩廵丒曻傝搳偘乮慜曽乯
[Statedef 11011]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11011
ctrl = 0
sprpriority = 3

[State 11011, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11011, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11011, 3]
type = VelSet
trigger1 = Time > 0
x = 2.5
y = -0.9+(Time*0.1)

[State 11011, 4]
type = AngleDraw
trigger1 = 1
value = -135+(Time*-11)

[State 11011, 5]
type = Trans
trigger1 = Time > 0
trans = AddAlpha
alpha = 256-(Time*12),256

[State 11011, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 抧忋嫮峌寕乮儅僗働僢僩廵丒屇傃弌偟乯
[Statedef 11100]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
;sprpriority = 3

[State 11100, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11100, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;儅僗働僢僩廵屇傃弌偟
[State 11100, 3]
type = Helper
triggerall = Root,StateNo = 1100 && Root,AnimElemTime(7) <= 0
triggerall = Time > 0
triggerall = Time%5 = 0
trigger1 = Var(1) < 4
trigger2 = Var(1) > 3
trigger2 = Var(1) < 19
trigger2 = Root,Command = "holdb"
stateno = 11101
id = 11101+Var(1)
name = "Musket_Chapter1"
helpertype = Normal
postype = P1
pos = -75+(Random%91),-55+(Random%56)
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11100, 4]
type = VarAdd
triggerall = Root,StateNo = 1100 && Root,AnimElemTime(7) <= 0
triggerall = Time > 0
triggerall = Time%5 = 0
trigger1 = Var(1) < 4
trigger2 = Var(1) > 3
trigger2 = Var(1) < 19
trigger2 = Root,Command = "holdb"
v = 1
value = 1

[State 11100, 5]
type = DestroySelf
trigger1 = NumHelper(11100+Var(1)) = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 抧忋嫮峌寕乮儅僗働僢僩廵丒懸婡乯
[Statedef 11101]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11100
ctrl = 0
sprpriority = -3+(Random%7)

[State 11101, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11101, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;儅僗働僢僩廵僄僼僃僋僩
[State 11101, 3]
type = Explod
trigger1 = Time = 0
anim = 11101+(Random%19)
id = 11101
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = 1
removetime = -2
sprpriority = 5
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 11101, 4]
type = VelSet
trigger1 = Time = 0
x = 7.5

[State 11101, 5]
type = VelMul
trigger1 = Time > 0
x = 0.5

[State 11101, 6]
type = ChangeState
trigger1  = IsHelper(11101)
trigger1  = Root,StateNo = 1100 && Root,AnimElemTime(7) = 0
trigger2  = IsHelper(11102)
trigger2  = Helper(11101),StateNo = 11102
trigger2  = Helper(11101),Time = 3
trigger3  = IsHelper(11103)
trigger3  = Helper(11102),StateNo = 11102
trigger3  = Helper(11102),Time = 3
trigger4  = IsHelper(11104)
trigger4  = Helper(11103),StateNo = 11102
trigger4  = Helper(11103),Time = 3
trigger5  = IsHelper(11105)
trigger5  = Helper(11104),StateNo = 11102
trigger5  = Helper(11104),Time = 3
trigger6  = IsHelper(11106)
trigger6  = Helper(11105),StateNo = 11102
trigger6  = Helper(11105),Time = 3
trigger7  = IsHelper(11107)
trigger7  = Helper(11106),StateNo = 11102
trigger7  = Helper(11106),Time = 3
trigger8  = IsHelper(11108)
trigger8  = Helper(11107),StateNo = 11102
trigger8  = Helper(11107),Time = 3
trigger9  = IsHelper(11109)
trigger9  = Helper(11108),StateNo = 11102
trigger9  = Helper(11108),Time = 3
trigger10 = IsHelper(11110)
trigger10 = Helper(11109),StateNo = 11102
trigger10 = Helper(11109),Time = 3
trigger11 = IsHelper(11111)
trigger11 = Helper(11110),StateNo = 11102
trigger11 = Helper(11110),Time = 3
trigger12 = IsHelper(11112)
trigger12 = Helper(11111),StateNo = 11102
trigger12 = Helper(11111),Time = 3
trigger13 = IsHelper(11113)
trigger13 = Helper(11112),StateNo = 11102
trigger13 = Helper(11112),Time = 3
trigger14 = IsHelper(11114)
trigger14 = Helper(11113),StateNo = 11102
trigger14 = Helper(11113),Time = 3
trigger15 = IsHelper(11115)
trigger15 = Helper(11114),StateNo = 11102
trigger15 = Helper(11114),Time = 3
trigger16 = IsHelper(11116)
trigger16 = Helper(11115),StateNo = 11102
trigger16 = Helper(11115),Time = 3
trigger17 = IsHelper(11117)
trigger17 = Helper(11116),StateNo = 11102
trigger17 = Helper(11116),Time = 3
trigger18 = IsHelper(11118)
trigger18 = Helper(11117),StateNo = 11102
trigger18 = Helper(11117),Time = 3
trigger19 = IsHelper(11119)
trigger19 = Helper(11118),StateNo = 11102
trigger19 = Helper(11118),Time = 3
value = 11102

[State 11101, 7]
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Root,StateNo = 1100 && Root,AnimElemTime(7) = 0
v = 2
value = 1
ignorehitpause = 1

[State 11101, 8]
type = ChangeState
triggerall = Var(2) = 0
trigger1 = Root,StateNo = 45
trigger2 = Root,MoveType != A
value = 11105

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 抧忋嫮峌寕乮儅僗働僢僩廵丒敪幩乯
[Statedef 11102]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11100
ctrl = 0
;sprpriority = 3

[State 11102, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11102, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;儅僘儖僼儔僢僔儏僄僼僃僋僩
[State 11102, 3]
type = Explod
trigger1 = Time = 2
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(35*Const(size.xscale)),Ceil(-4*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

;杺朄偺抏娵
[State 11102, 4]
type = Helper
trigger1 = Time = 2
stateno = 11103
id = 11120
name = "Attack_Bullet"
helpertype = Normal
postype = P1
pos = Ceil(75*Const(size.xscale)),Ceil(-4*Const(size.yscale))
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11102, 5]
type = Trans
trigger1 = Time > 2
trans = AddAlpha
alpha = 256-(Time*13),256

[State 11102, ModifyExplod]
type = ModifyExplod
trigger1 = Time = 3
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 11102, ModifyExplod]
type = ModifyExplod
trigger1 = Time = 4
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 11102, ModifyExplod]
type = ModifyExplod
trigger1 = Time = 5
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

[State 11002, 6]
type = DestroySelf
trigger1 = Time >= 20

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 杺朄偺抏娵
[Statedef 11103]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11120
ctrl = 0
sprpriority = 3

[State 11103, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11103, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11103, 3]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -6,6
ignorehitpause = 1

[State 11103, 4]
type = VelSet
trigger1 = Time > 0
x = 20
y = Var(1)*0.25

[State 11103, 5]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11103, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11103, 7]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((6+(Random%4))*Root,FVar(1)),Ceil((2+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8
guard.velocity = -8
air.velocity = -6,-3
airguard.velocity = -6,-2
fall = 0
air.fall = 1
fall.recover = 0

[State 11103, 8]
type = PowerAdd
trigger1 = MoveHit
value = 22
persistent = 0

[State 11103, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 15
persistent = 0

;僸僢僩僄僼僃僋僩昞帵
[State 11103, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11103, 11]
type = ChangeState;DestroySelf
trigger1 = FrontEdgeBodyDist < -50
value = 19999

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 儅僗働僢僩廵丒棊壓乮嫮峌寕僉儍儞僙儖乯
[Statedef 11105]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11010
ctrl = 0
sprpriority = 3

[State -3, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "V1=%d V2=%d V3=%d V4=%d V5=%d"
params = Var(0), Var(2), Var(3), Var(4), Var(5)
ignorehitpause = 1

[State 11105, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11105, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11105, 3]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 1,4

[State 11105, 4]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,2

[State 11105, 5]
type = VelSet
trigger1 = Time > 0
y = 0.2+(Time*0.1)

[State 11105, 6]
type = AngleDraw
trigger1 = 1
value = IfElse(Var(4) = 1, Time*Var(3), -Time*Var(3))

[State 11105, 7]
type = Trans
trigger1 = Time > 0
trans = AddAlpha
alpha = 256-(Time*12),256

[State 11105, 8]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 嬻拞嫮峌寕乮儅僗働僢僩廵丒屇傃弌偟乯
[Statedef 11150]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
;sprpriority = 3

[State 11150, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11150, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;儅僗働僢僩廵屇傃弌偟
[State 11150, 3]
type = Helper
triggerall = Root,StateNo = 1110 && Root,AnimElemTime(7) <= 0
triggerall = Time > 0
triggerall = Time%5 = 0
trigger1 = Var(1) < 4
trigger2 = Var(1) > 3
trigger2 = Var(1) < 19
trigger2 = Root,Command = "holdb"
stateno = 11151
id = 11151+Var(1)
name = "Musket_Chapter1"
helpertype = Normal
postype = P1
pos = -75+(Random%91),-55+(Random%56)
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11150, 4]
type = VarAdd
triggerall = Root,StateNo = 1110 && Root,AnimElemTime(7) <= 0
triggerall = Time > 0
triggerall = Time%5 = 0
trigger1 = Var(1) < 4
trigger2 = Var(1) > 3
trigger2 = Var(1) < 19
trigger2 = Root,Command = "holdb"
v = 1
value = 1

[State 11150, 5]
type = DestroySelf
trigger1 = NumHelper(11150+Var(1)) = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 抧忋嫮峌寕乮儅僗働僢僩廵丒懸婡乯
[Statedef 11151]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11100
ctrl = 0
sprpriority = -3+(Random%7)

[State 11151, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11151, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;儅僗働僢僩廵僄僼僃僋僩
[State 11151, 3]
type = Explod
trigger1 = Time = 0
anim = 11101+(Random%19)
id = 11101
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = 1
removetime = -2
sprpriority = 5
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 11151, 4]
type = VelSet
trigger1 = Time = 0
x = 7.5

[State 11151, 5]
type = VelMul
trigger1 = Time > 0
x = 0.5

[State 11151, 6]
type = ChangeState
trigger1  = IsHelper(11151)
trigger1  = Root,StateNo = 1110 && Root,AnimElemTime(7) = 0
trigger2  = IsHelper(11152)
trigger2  = Helper(11151),StateNo = 11152
trigger2  = Helper(11151),Time = 3
trigger3  = IsHelper(11153)
trigger3  = Helper(11152),StateNo = 11152
trigger3  = Helper(11152),Time = 3
trigger4  = IsHelper(11154)
trigger4  = Helper(11153),StateNo = 11152
trigger4  = Helper(11153),Time = 3
trigger5  = IsHelper(11155)
trigger5  = Helper(11154),StateNo = 11152
trigger5  = Helper(11154),Time = 3
trigger6  = IsHelper(11156)
trigger6  = Helper(11155),StateNo = 11152
trigger6  = Helper(11155),Time = 3
trigger7  = IsHelper(11157)
trigger7  = Helper(11156),StateNo = 11152
trigger7  = Helper(11156),Time = 3
trigger8  = IsHelper(11158)
trigger8  = Helper(11157),StateNo = 11152
trigger8  = Helper(11157),Time = 3
trigger9  = IsHelper(11159)
trigger9  = Helper(11158),StateNo = 11152
trigger9  = Helper(11158),Time = 3
trigger10 = IsHelper(11160)
trigger10 = Helper(11159),StateNo = 11152
trigger10 = Helper(11159),Time = 3
trigger11 = IsHelper(11161)
trigger11 = Helper(11160),StateNo = 11152
trigger11 = Helper(11160),Time = 3
trigger12 = IsHelper(11162)
trigger12 = Helper(11161),StateNo = 11152
trigger12 = Helper(11161),Time = 3
trigger13 = IsHelper(11163)
trigger13 = Helper(11162),StateNo = 11152
trigger13 = Helper(11162),Time = 3
trigger14 = IsHelper(11164)
trigger14 = Helper(11163),StateNo = 11152
trigger14 = Helper(11163),Time = 3
trigger15 = IsHelper(11165)
trigger15 = Helper(11164),StateNo = 11152
trigger15 = Helper(11164),Time = 3
trigger16 = IsHelper(11166)
trigger16 = Helper(11165),StateNo = 11152
trigger16 = Helper(11165),Time = 3
trigger17 = IsHelper(11167)
trigger17 = Helper(11166),StateNo = 11152
trigger17 = Helper(11166),Time = 3
trigger18 = IsHelper(11168)
trigger18 = Helper(11167),StateNo = 11152
trigger18 = Helper(11167),Time = 3
trigger19 = IsHelper(11169)
trigger19 = Helper(11168),StateNo = 11152
trigger19 = Helper(11168),Time = 3
value = 11152

[State 11151, 7]
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Root,StateNo = 1110 && Root,AnimElemTime(7) = 0
v = 2
value = 1
ignorehitpause = 1

[State 11151, 8]
type = ChangeState
triggerall = Var(2) = 0
trigger1 = Root,StateNo = 45
trigger2 = Root,MoveType != A
value = 11105

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 抧忋嫮峌寕乮儅僗働僢僩廵丒敪幩乯
[Statedef 11152]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11100
ctrl = 0
;sprpriority = 3

[State 11152, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11152, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;儅僘儖僼儔僢僔儏僄僼僃僋僩
[State 11152, 3]
type = Explod
trigger1 = Time = 2
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(35*Const(size.xscale)),Ceil(-4*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

;杺朄偺抏娵
[State 11152, 4]
type = Helper
trigger1 = Time = 2
stateno = 11103
id = 11121
name = "Attack_Bullet"
helpertype = Normal
postype = P1
pos = Ceil(75*Const(size.xscale)),Ceil(-4*Const(size.yscale))
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11152, 5]
type = Trans
trigger1 = Time > 2
trans = AddAlpha
alpha = 256-(Time*13),256

[State 11152, ModifyExplod]
type = ModifyExplod
trigger1 = Time = 3
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 11152, ModifyExplod]
type = ModifyExplod
trigger1 = Time = 4
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 11152, ModifyExplod]
type = ModifyExplod
trigger1 = Time = 5
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

[State 11152, 6]
type = DestroySelf
trigger1 = Time >= 20

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 忋嫮峌寕丒敪幩僄僼僃僋僩
[Statedef 11300]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11300
ctrl = 0
sprpriority = 4

[State 11300, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11300, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11300, 3]
type = AngleDraw
trigger1 = 1
value = -30

[State 11300, 4]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11300, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 忋嫮峌寕丒抏娵
[Statedef 11301]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11301
ctrl = 0
sprpriority = 4

[State 11301, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11301, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11301, 3]
type = VelSet
trigger1 = Time > 0
x = 7
y = -14

[State 11301, 4]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11301, 5]
type = Hitdef
trigger1 = Root,Var(4) < 5
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((21+(Random%6))*Root,FVar(1)),Ceil((6+(Random%6))*Root,FVar(1))
getpower = 0,0
givepower = 35,18
animtype = Light
hitflag = MAF
guardflag = M
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -2.5,-7
guard.velocity = -6
air.velocity = -2.5,-9
airguard.velocity = -2.5,-4
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.35

[State 11301, 6]
type = PowerAdd
trigger1 = MoveHit
value = 80
persistent = 0

[State 11301, 7]
type = PowerAdd
trigger1 = MoveGuarded
value = 55
persistent = 0

[State 11301, 8]
type = ParentVarSet
trigger1 = MoveHit
v = 4
value = Root,Var(4) + 1
persistent = 0
ignorehitpause = 1

[State 11301, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11302

[State 11301, 10]
type = ChangeState
trigger1 = MoveContact || MoveReversed
value = 11304

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 忋嫮峌寕丒抏娵乮帺慠敋敪乯
[Statedef 11302]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11302
ctrl = 0
sprpriority = 4

[State 11302, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11302, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11302, 3]
type = AngleDraw
trigger1 = 1
scale = Root,Const(size.xscale)+2.5,Root,Const(size.yscale)+2.5

[State 11302, 4]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11302, 5]
type = Hitdef
trigger1 = Root,Var(4) < 5
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((21+(Random%6))*Root,FVar(1)),Ceil((6+(Random%6))*Root,FVar(1))
getpower = 0,0
givepower = 35,18
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -6
guard.velocity = -6
air.velocity = -2.5,-8
airguard.velocity = -2.5,-4
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.35

[State 11302, 6]
type = PowerAdd
trigger1 = MoveHit
value = 80
persistent = 0

[State 11302, 7]
type = PowerAdd
trigger1 = MoveGuarded
value = 55
persistent = 0

[State 11302, 8]
type = ParentVarSet
trigger1 = MoveHit
v = 4
value = Root,Var(4) + 1
persistent = 0
ignorehitpause = 1

[State 11302, 9]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 忋嫮峌寕丒儅僘儖僼儔僢僔儏僄僼僃僋僩
[Statedef 11303]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 6

[State 11302, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11302, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11303, 3]
type = AngleDraw
trigger1 = 1
value = 60

[State 11303, 4]
type = AngleDraw
trigger1 = Time = 1
scale = Root,Const(size.xscale)+0.3,Root,Const(size.yscale)+0.3

[State 11303, 5]
type = AngleDraw
trigger1 = Time = 2
scale = Root,Const(size.xscale)+0.15,Root,Const(size.yscale)+0.15

[State 11303, 6]
type = AngleDraw
trigger1 = Time = 3
scale = Root,Const(size.xscale),Root,Const(size.yscale)

[State 11303, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11303, 8]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 忋嫮峌寕丒抏娵乮帺慠敋敪乯
[Statedef 11304]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11303
ctrl = 0
sprpriority = 4

[State 11302, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11302, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11302, 3]
type = AngleDraw
trigger1 = 1
scale = Root,Const(size.xscale)+2.5,Root,Const(size.yscale)+2.5

[State 11302, 4]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11302, 8]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僥傿儘丒僼傿僫乕儗丒壩庬僄僼僃僋僩
[Statedef 12003]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 12003
ctrl = 0
sprpriority = 2

[State 12003, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 12003, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 12003, 3]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = Ceil(70*Const(size.xscale)),Ceil(-84*Const(size.yscale))

[State 12003, 4]
type = AngleDraw
trigger1 = Time = [23,28]
value = -(Var(1)*15)

[State 12003, 5]
type = VarAdd
trigger1 = Time = [23,28]
v = 1
value = 1

[State 12003, 6]
type = AngleDraw
trigger1 = Time >= 29
value = -90

[State 12003, 7]
type = DestroySelf
trigger1 = Root,MoveType != A
trigger2 = Root,StateNo = 2000 && Root,AnimElemTime(14) >= 0
trigger3 = Root,StateNo = 2010 && Root,AnimElemTime(14) >= 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僸僢僩僄僼僃僋僩侾
[Statedef 15000]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 15000
ctrl = 0
sprpriority = 5

[State 15000, 1]
type = BindToParent
trigger1 = Time = 0
time = 1
facing = 0
pos = -P2BodyDist X,0

[State 15000, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 15000, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 15000, 4]
type = AngleDraw
trigger1 = 1
scale = 1.5-(Time*0.25),1.5-(Time*0.25)

[State 15000, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 15000, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僸僢僩僄僼僃僋僩俀
[Statedef 15001]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 15000
ctrl = 0
sprpriority = 5

[State 15001, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 15001, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 15001, 3]
type = AngleDraw
trigger1 = 1
scale = 1.5-(Time*0.25),1.5-(Time*0.25)

[State 15001, 4]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 15001, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僸僢僩僄僼僃僋僩俁
[Statedef 15100]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 15100
ctrl = 0
sprpriority = 5

[State 15100, 1]
type = BindToParent
trigger1 = Time = 0
time = 1
facing = 0
pos = -P2BodyDist X,0

[State 15100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 15100, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 15100, 4]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 15100, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 15100, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僸僢僩僄僼僃僋僩係
[Statedef 15101]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 15100
ctrl = 0
sprpriority = 5

[State 15101, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 15101, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 15101, 3]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 15101, 4]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 15101, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
;僀儞僩儘僿儖僷乕
[Statedef 19200]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 20
ctrl = 0
sprpriority = 2

[State 19200, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 19200, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 19200, 3]
type = VelSet
trigger1 = Time > 0
x = const(velocity.walk.fwd.x)

[State 19200, 4]
type = DestroySelf
trigger1 = Time > 0
trigger1 = RootDist X <= 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 杺朄偺抏娵奿擺
[Statedef 19999]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 5

[State 19999, 1]
type = DestroySelf
trigger1 = Time = 15

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僎乕僕昞帵
[Statedef 30000]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 2;-4

[State 30000, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 30000, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;柤慜昞帵
[State 30000, 3]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31200) = 0
anim = 31200
id = 31200
scale = 0.5,0.5
postype = Back
pos = 10,205
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;僜僂儖僕僃儉昞帵
[State 30000, 3]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) > 80
trigger1 = NumExplod(31000) = 0
anim = 31000
id = 31000
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 4]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) = [61,80]
trigger1 = NumExplod(31001) = 0
anim = 31001
id = 31001
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 5]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) = [41,60]
trigger1 = NumExplod(31002) = 0
anim = 31002
id = 31002
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 6]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) = [21,40]
trigger1 = NumExplod(31003) = 0
anim = 31003
id = 31003
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 7]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) <= 20
trigger1 = NumExplod(31004) = 0
anim = 31004
id = 31004
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;僗僥乕僞僗昞帵
[State 30000, 8]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31100) = 0
anim = 31100
id = 31100
scale = 0.5,0.5
postype = Back
pos = 102,218
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 9]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31101) = 0
anim = 31101
id = 31101
scale = 0.5,0.5
postype = Back
pos = 102,218
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 10]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31102) = 0
anim = 31102
id = 31102
scale = 0.5,0.5
postype = Back
pos = 102,218
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(31100) > 0
trigger1 = RoundState = 2
id = 31100
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, RemoveExplod_1]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) <= 80
id = 31000

[State 30000, RemoveExplod_2]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) != [61,80]
id = 31001

[State 30000, RemoveExplod_3]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) != [41,60]
id = 31002

[State 30000, RemoveExplod_4]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) != [21,40]
id = 31003

[State 30000, RemoveExplod_5]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) > 20
id = 31004
