;
;bŗLQ[Wb
;
[Statedef 10000]
type     = A
movetype = I
physics  = N
anim     = 9999
velset   = 0, 0
ctrl     = 0
sprpriority = 0

;
;ݒ荀ڄHelper(),Var(43)]Helper(),Var(59)
;
;
;@KvɉĊeڂݒ肵ĉ
;
[State 10000, AINݒ]
type     = ParentVarSet
trigger1 = root,var(59) = 0
;AINݒ脰
trigger1 = 0
;@@@@0ŒʏNAȊOŏ펞NiftHgF0j
;@@@@@@펞Nł̓vC[삪oȂȂB
;@@@@@@{L̓ftHgłAI̓ڂ͂܂B
;
var(59)  = -1
IgnoreHitPause = 1
Persistent     = 0

[State 10000, AIݒ]
type     = ParentVarSet
trigger1 = RoundState = 2 && root,Alive = 1 && root,ctrl = 1
trigger1 = root,var(59) = -1
;AILv
var(59)  = 0 ;AILevel ;
;@@@@RR0`8͈̔͂Őݒ肷iftHgF0j
;@@@@@@VMUGENŎgpۂAILevelɐ؂ւB
;
IgnoreHitPause = 1
Persistent     = 0
;
;
[State 10000, ðگð]
type     = VarSet
trigger1 = !var(41)
;
var(41)  = 2      *1+      1      *10+      5      *100
;@@@@@@@@@@@@@@@@@@@@
;@@@@@iftHgF5j
;@@ 0Fðگð(AC)
;@@ 1:ðگð(o)
;@@ 2FMelty Blood
;@@ 3FBeat from "Melty Blood"(Act Cadenza)
;@@ 4FBeat from "Melty Blood"(Actress Again)
;@@ 5FBlood Drain
;@@ 6FBlood Drain-Again-
;
[State 10000, g[jOݒ]
type     = VarSet
trigger1 = !var(59)
;
var(59)  = 0      *1+     0      *10
;@@@@Q[W@ʃQ[W
;@@@@@iftHgF0 / 0j
;
;@@@@@Q[Wɂ
;@@@@@@J̐̐ݒ肷B
;@@@@@@1łPA2łQcc7Ŏ_B
;@@@@@@8ŏ펞_Aꌂ̐ƂȂB
;@@@@@@b{^xɂݒ肵ɃZbgoB
;
;@@@@@ʃQ[Wނɂ
;@@@@@@I[Q[WAu[XgQ[Wݒ肷B
;@@@@@@1ŊJtQ[WA2ŏ펞tQ[WB
;@@@@@@3ŃI[݂̂P{A4łQ{B
;@@@@@@5Ńu[Xĝ݂P{A6łQ{A7łR{B
;@@@@@@8ŃI[P{{u[XgP{A
;@@@@@@9ŃI[P{{u[XgQ{AƂȂB
;@@@@@@b{^xɂZbgoB
;
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, U؂ւ]
type     = VarSet
trigger1 = !var(40)
;
var(40)  = 1
;	 0FɍU͌쏀
;	@@ 1FR{ɍUg傷iklL͌쏀j
;	@@ 2FR{ɍUg傷iklLg傷j
;							iftHgF1j

[State 10000, e[be[^]
type     = VarSet
trigger1 = !var(41)
;
var(41)  = 2      *1+      1      *10
;	 match.wins    tO
;	     fight.defmatch.wins̐ƁA
;	@@ tZbgA̗͈ȉ̒Kȍ~
;	     ꌂm莞BGM[vĐBiftHgF2@0ȉŖj
;	     tO0ȊOɂƁAœGÓ]Z
;	@@ Ƃ݂ZgpꍇɂĐB
;	     AӐ}ȂɍĐꍇBiftHgF1j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, C]
type     = VarSet
trigger1 = !var(42)
;
var(42)  = 1
;	 0ȊOɂƋCLɂB
;					iftHgF1j

[State 10000, V[hoJ[^ːݒ]
type     = VarSet
trigger1 = !var(43)
;
var(43)  = -1
;@@@@-1ȉŃp^[`A0Ńp^[aA1ȏŃp^[b
;@@@@@iftHgF-1j
;
;@@@@@p^[`Fѓ̃Xe[gD˕Ԃ܂B
;@@@@@@Dɐѓ𔽓]܂B
;@@@@@@sꍇ͔ėpѓ𔭎˂܂B
;@@@@@@ڂpꍇ̔肪cĂ̂ŁA
;@@@@@@@□ɂqbg鎖B
;@@@@@@ѓƃGtFNgʂɏĂꍇA
;@@@@@@@GtFNgɏd鎖B
;
;@@@@@p^[aFѓ̃Xe[gDł܂B
;@@@@@@Dɐѓł܂B
;@@@@@@ۂɊւ炸ėpѓ𔭎˂܂B
;@@@@@@ѓƃGtFNgʂɏĂꍇA
;@@@@@@@GtFNgɎc鎖B
;
;@@@@@p^[bFѓ̃Xe[gD܂B
;@@@@@@Ŕėpѓ𔭎˂܂B
;@@@@@@w肵l̃t[ɔ肪LɂȂ܂B
;@@@@@@l
;@@@@@@@@˂Ă画肪LɂȂ܂ł̊ԊuZB
;@@@@@@@@󂯂ѓƑEɔ˂ȂB
;@@@@@@l傫
;@@@@@@@@˂Ă画肪LɂȂ܂ł̊ԊuB
;@@@@@@@@󂯂ѓƂ̑E₷Ȃ邪A
;@@@@@@@@ݒ肵l߂܂őɂȂB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, l^oݒ]
type     = VarSet
trigger1 = !var(44)
;
var(44)  = 1
;@@@@1Ńl^oݒLAȊOŖiftHgF1j
;@@@@@΃PVEo
;@@@@@@PiName = "Ken" || Name = "cvsken" || Name = "Ken Masters"j
;@@@@@΃IEo
;@@@@@@[EXiName = "ZEUS"j
;@@@@@@LbGgiName = "Toyotomi Hideyoshi"j
;@@@@@΃gLo
;@@@@@@IeKiName = "Victer Ortega" || Name = "Ortega"j
;@@@@@΃Vo
;@@@@@@LOiName = "King" || Name = "cvsking"j
;@@@@@΃TEU[o
;@@@@@@nEU[iName = "Hauzer"j
;@@@@@΃n[glo
;@@@@@@T͂ƁiName = "Heart Aino" || Name = "Heart_Aino"j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, Eݒ]
type     = VarSet
trigger1 = !var(45)
;
var(45)  = 1
;@@@@1ReversalDefɂ鑊ELɂB
;@@@@@@ȊOŖiftHgF1j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, ꌂs^]
type     = VarSet
trigger1 = !var(47)
;
var(47)  = 1
;@@@@ꌂKE`s̎ʂ肷B
;@@@@@@ݒ肵l̐iftHgF1j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, ꌂ^]
type     = VarSet
trigger1 = !var(48)
;
var(48)  = 0
;@@@@ꌂKE`^bO퓙̗R
;@@@@@@EhpĂ鎞̎ʂ肷B
;@@@@@@ݒ肵l̐iftHgF0j
;@@@@@@0͓dlŎ̂ݏłi1Ɠj
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, z^]
type     = VarSet
trigger1 = !var(49)
;
var(49)  = 1
;@@@@EhɎz̎ʂ肷B
;@@@@@@ݒ肵l̐iftHgF1j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, Q[W^w]
type     = VarSet
trigger1 = !var(50)
;
var(50)  = 0
;@@@@vX̒lœi}CiX̒lŊOjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, Q[W^x]
type     = VarSet
trigger1 = !var(51)
;
var(51)  = 0
;@@@@vX̒lŉi}CiX̒lŏjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^w]
type     = VarSet
trigger1 = !var(52)
;
var(52)  = 0
;@@@@vX̒lœi}CiX̒lŊOjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^x]
type     = VarSet
trigger1 = !var(53)
;
var(53)  = 0
;@@@@vX̒lŉi}CiX̒lŏjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, K[hQ[W^w]
type     = VarSet
trigger1 = !var(54)
;
var(54)  = 0
;@@@@vX̒lœi}CiX̒lŊOjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, K[hQ[W^x]
type     = VarSet
trigger1 = !var(55)
;
var(55)  = 0
;@@@@vX̒lŉi}CiX̒lŏjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W̌ݒ]
type     = VarSet
trigger1 = !var(56)
;
var(56)  = 1
;@@@@1ŕ\AȊOŔ\iftHgF1j
;@@@@@@dꍇ͔\𐄏B
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, l^tl^t_E␳ݒ]
type     = VarSet
trigger1 = !var(57)
;
var(57)  = 1      *1+       0       *10+       1         *100
;@@@@1ōlL聟1ŋtlL聟1ŋt_E␳L
;@@@@@@ȊOŖiftHgF1 / 0 / 1j
;@@@@@@DefenceMulSet̕s͂̂܂܁B
;
;@@@@@t_E␳ɂ
;@@@@@@肪|Ă鎞ɉh͂𖳌ɂ␳B
;@@@@@@^_[WKlɋ߂Â鎖oB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, oݒ]
type     = VarSet
trigger1 = !var(58)
;
var(58)  = 1     *1+      1        *10+        1         *100
;@@@@1KO\@1FATAL KO\@1Ŕwi\
;@@@@@@ȊOŔ\iftHgF1 / 1 / 1j
;@@@@@@KOFATAL KO͑Ή{CXɂȂB
;
IgnoreHitPause = 1
Persistent     = 0

;]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
;
;
;
;@ȉ͓ɕύXKv̖ݒ荀ځ
;
[State 10000, GameWidth]
type     = ParentVarSet
trigger1 = !root,var(27)
;
var(27)  = 320 ;ceil(gamewidth)
;
;@@@@EBhETCYǗׂ̕ϐB
;@@@@@R`͉ʂ̉iftHgF320j
;@@@@@VMUGENŎgpۂceil(gamewidth)ɐ؂ւB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, GameHeight]
type     = ParentVarSet
trigger1 = !root,var(28)
;
var(28)  = 240 ;ceil(gameheight)
;@@@@EBhETCYǗׂ̕ϐB
;@@@@@R`͉ʂ̏ciftHgF240j
;@@@@@VMUGENŎgpۂceil(gameheight)ɐ؂ւB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, I̗̓Q[W]
type     = ParentVarSet
trigger1 = !root,fvar(10) && Time > 0
;
fvar(10) = 1000.0 / 192.0        *(1.00+1.0*root,var(0)*0.25)
;@@@@̗̑͒lMUGENł̒lɊZׂ̕ϐB
;@@@@@MUGENliftHgF1000.0j
;@@@@@Ekll iftHgF192.0j
;@@@@@MUGENlkllŏZʂU͂ɏZB
;
;@@@@@u.0vɂ͈Ӗ̂ŕύX̍ۂ͏ȗȂ悤ɁB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, I[Q[W]
type     = ParentVarSet
trigger1 = !root,fvar(11)
;
fvar(11) = 1000.0 / 128.0
;@@@@̃I[Q[WlMUGENł̒lɊZׂ̕ϐB
;@@@@@MUGENliftHgF1000.0j
;@@@@@Ekll iftHgF128.0j
;@@@@@MUGENlkllŏZʂI[Q[WʂɏZB
;
;@@@@@u.0vɂ͈Ӗ̂ŕύX̍ۂ͏ȗȂ悤ɁB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^MUGENl]
type     = ParentVarSet
trigger1 = !root,fvar(12)
;
fvar(12) = 1000.0
;@@@@̃u[XgQ[WlMUGENł̒lɊZׂ8B
;@@@@@R`MUGENliftHgF1000.0j
;@@@@@kllɏZꂽ̂u[XgQ[WʂɏZB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^kll]
type     = ParentVarSet
trigger1 = !root,fvar(13)
;
fvar(13) = 74.0
;@@@@̃u[XgQ[WlMUGENł̒lɊZׂ̕ϐB
;@@@@@R`͖klliftHgF74.0j
;@@@@@MUGENlẐu[XgQ[WʂɏZB
;
IgnoreHitPause = 1
Persistent     = 0
;
;@ݒ荀ڂ͈ȏɂȂ܂
;
;]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
;
;
;
;bHelper(10000) bϐ\
;
;Var(0)  = D搧
;Var(1)  = D搧?
;Var(2)  = D搧?
;Var(3)  = DOCu
;Var(4)  = D搔L
;Var(5)  = K[hQ[W̗L
;Var(6)  = K[hQ[WǗtO
;Var(7)  = Vj̍\ŃtOǗ
;Var(8)  = o
;Var(9)  = sko

;Var(10) = DGtFNg?
;Var(11) = DGtFNg?
;Var(12) = DGtFNg?
;Var(13) = DTEh
;Var(14) = ` FIST BLOW
;Var(15) = @C^\[X
;Var(16) = @C^\[X^ǗtO
;Var(17) = ̗̓Q[WL
;Var(18) = I[Q[W
;Var(19) = u[XgQ[W̌

;Var(20) = JbgC^ʕϐ
;Var(21) = JbgC^gkϐ
;Var(22) = 
;Var(23) = Ó]
;Var(24) = GameTime
;Var(25) = 
;Var(26) = e[be[ĐL
;Var(27) = 
;Var(28) = 
;Var(29) = 

;Var(30) = {CXĐL
;Var(31) = 
;Var(32) = 
;Var(33) = 
;Var(34) = 
;Var(35) = 
;Var(36) = 
;Var(37) = 
;Var(38) = 
;Var(39) = 

;Var(40) = 
;Var(41) = e[be[^
;Var(42) = Cݒ
;Var(43) = V[hoJ[^ːݒ
;Var(44) = l^oݒ
;Var(45) = Eݒ
;Var(46) = 󒆃K[hݒ
;Var(47) = ꌂs^
;Var(48) = ꌂ^
;Var(49) = z^

;Var(50) = Q[W^w
;Var(51) = Q[W^x
;Var(52) = u[XgQ[W^w
;Var(53) = u[XgQ[W^x
;Var(54) = K[hQ[W^w
;Var(55) = K[hQ[W^x
;Var(56) = u[XgQ[W̌ݒ
;Var(57) = l^tl^t_E␳ݒ
;Var(58) = oݒ
;Var(59) = g[jOݒ

[State -2, TEh^ðگð^̗͈ȉ]
type       = PlaySnd
triggerall = RoundState = 2
triggerall = var(41) > 0 && !var(26)
triggerall = RoundNo = (var(41)%10*2)-1
triggerall = root,Life <= root,LifeMax/3.0 && EnemyNear,Life <= EnemyNear,LifeMax/3.0
trigger1   = var(24)-root,var(24) >= 14 && EnemyNear,StateNo >= 2000 && var(41)/10 && EnemyNear,Name = "Sion_Eltnam_Atlasia" && EnemyNear,AuthorName = "Sion_Love_Nameless"
channel    = 5
trigger1   = var(41)/10
trigger2   = root,StateNo = 3000 && root,Time = 4
trigger3   = root,StateNo = 3100 && root,Time = 8
trigger4   = root,StateNo = 3200 && root,Time = 11
trigger5   = root,StateNo = 3900 && root,Time = 8
value      = 9560,var(41)/100%10
channel    = 5
loop       = 1
lowpriority = 1
IgnoreHitPause = 1

[State -2, TEh^ðگð]
type     = PlaySnd
trigger1 = root,MoveType = A && root,NumTarget && RoundState = 2
trigger1 = playerid(root,var(1)),StateNo = 3940 && (playerid(root,var(1)),PrevStateNo != [120,159])
value    = 9560,var(41)/100%10
;volume   = 255
channel    = 5
lowpriority = 1
IgnoreHitPause = 1

[State 10000, ðگðĐL]
type       = varset
trigger1   = EnemyNear(0),Name = "RAOH" && EnemyNear(0),AuthorName = "shikkoku"
trigger1   = EnemyNear(0),StateNo = 9600
trigger2   = root,NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "RAOH" && EnemyNear(1),AuthorName = "shikkoku"
trigger2   = EnemyNear(1),StateNo = 9600
trigger3   = EnemyNear(0),Name = "TOKI_S"
trigger3   = EnemyNear(0),var(42) || EnemyNear(0),var(44)
trigger4   = root,NumEnemy >= 2
trigger4   = EnemyNear(1),Name = "TOKI_S"
trigger4   = EnemyNear(1),var(42) || EnemyNear(1),var(44)
var(26)    = 1

[State 10000, Ug]
type       = VarSet
triggerall = var(40) = 1
triggerall = NumEnemy = 1
Trigger1   = Enemy,Name = "KENSHIRO" || Enemy,Name = "KENSHIRO-SAIKEI"
Trigger2   = Enemy,Name = "RAOH" || Enemy,Name = "RAOH ATL"
Trigger3   = Enemy,Name = "TOKI" || Enemy,Name = "TOKI_S" || Enemy,Name = "saint-of-silver" || Enemy,Name = "TOKI-(NERICYA)"
Trigger4   = Enemy,Name = "JAGI"
Trigger5   = Enemy,Name = "SHIN"
Trigger6   = Enemy,Name = "REI" || Enemy,Name = "A-Rei"
Trigger7   = Enemy,Name = "JUDA" || Enemy,Name = "JUDA-(NERICYA)"
Trigger8   = Enemy,Name = "THOUTHER"
Trigger9   = Enemy,Name = "HEART"
Trigger10  = Enemy,Name = "MAMIYA"
Trigger11  = Enemy,Name = "SHUH" || Enemy,Name = "SHYU"
var(40)    = 0

;
;I[K[h
;
[State 10000, I[K[h]
type          = Helper
trigger1      = root,var(59) = 0 && NumHelper(6150) = 0
trigger1      = root,power > 0
trigger1      = root,ctrl || root,stateno = [120,155]
trigger1      = root,command = "holdback" && root,command = "z"
helpertype    = Normal
name          = "aura_guard"
ID            = 6150
stateno       = 6150
pos           = 0, 0
postype       = p1
keyctrl       = 0
ownpal        = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1

;
;KOo
;
[State 10000, KOo]
type          = Helper
trigger1      = NumHelper(9570) = 0
trigger1      = RoundState = 3 && root,Alive && root,Win
helpertype    = Normal
name          = "KO"
ID            = 9570
stateno       = 9570
pos           = 0, 0
postype       = p1
keyctrl       = 0
ownpal        = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1

;
;EHelper(),Var(45)
;
[State 10000, WŒ]
type     = BindToRoot
trigger1 = 1
time     = 1
pos      = 0, 0

[State 10000, Xe[gݒ?`]
type      = StateTypeSet
trigger1  = root,StateType = S && StateType != S
StateType = S
IgnoreHitPause = 1
[State 10000, Xe[gݒ?`]
type      = StateTypeSet
trigger1  = root,StateType = C && StateType != C
StateType = C
IgnoreHitPause = 1
[State 10000, Xe[gݒ?`]
type      = StateTypeSet
trigger1  = root,StateType = A && StateType != A
StateType = A
IgnoreHitPause = 1

[State 10000, Xe[gݒ?a]
type     = StateTypeSet
trigger1 = root,MoveType = I && MoveType != I
MoveType = I
IgnoreHitPause = 1
[State 10000, Xe[gݒ?a]
type     = StateTypeSet
trigger1 = root,MoveType = A && MoveType != A
MoveType = A
IgnoreHitPause = 1
[State 10000, Xe[gݒ?a]
type     = StateTypeSet
trigger1 = root,MoveType = H && MoveType != I
MoveType = I
IgnoreHitPause = 1

[State 10000, AjύX?]
type     = ChangeAnim
trigger1 = MoveType != A
trigger1 = Anim != 9999
value    = 9999
IgnoreHitPause = 1

[State 10000, AjύX?]
type     = ChangeAnim
trigger1 = MoveType = A && var(45) = 1
trigger1 = root,Anim != Anim || root,AnimElemNo(0) != AnimElemNo(0)
value    = root,Anim
elem     = root,AnimElemNo(0)
IgnoreHitPause = 1

[State 10000, U]
type     = Turn
trigger1 = root,facing != facing
IgnoreHitPause = 1

[State 10000, AttackDist]
type     = AttackDist
trigger1 = MoveType = A
value    = 0
IgnoreHitPause = 1

[State 10000, tO^^e]
type     = AssertSpecial
trigger1 = 1
flag     = Invisible
flag2    = noshadow
IgnoreHitPause = 1

[State 10000, G]
type     = nothitby
trigger1 = 1
value    = SCA
IgnoreHitPause = 1

[State 10000, ی]
type     = hitoverride
trigger1 = 1
attr     = SCA, AA, AP, AT
stateno  = 10000
IgnoreHitPause = 1

[State 10000, ]
type     = PlayerPush
trigger1 = 1
value    = 0
IgnoreHitPause = 1

[State 10000, Eݒ^ʏ]
type          = ReversalDef
trigger1      = MoveType = A && !NumTarget
trigger1      = (Anim = [0,999]) && (root,HitDefAttr = SCA, NA) && var(45) = 1
trigger1      = !(EnemyNear,AuthorName = "Ts" || EnemyNear,AuthorName = "Sion_Love_Nameless")
numhits       = 0
reversal.attr = SCA, NA
pausetime     = root,var(18), root,var(18) + 1
[State 10000, Eݒ^KE]
type          = ReversalDef
trigger1      = MoveType = A && !NumTarget
trigger1      = (Anim = [1000,2999]) && (root,HitDefAttr = SCA, SA) && var(45) = 1
trigger1      = !(EnemyNear,AuthorName = "Ts" || EnemyNear,AuthorName = "Sion_Love_Nameless")
numhits       = 0
reversal.attr = SCA, SA
pausetime     = root,var(18), root,var(18) + 1
[State 10000, Eݒ^KE]
type          = ReversalDef
trigger1      = MoveType = A && !NumTarget
trigger1      = (Anim = [3000,3899]) && (root,HitDefAttr = SCA, HA) && var(45) = 1
trigger1      = !(EnemyNear,AuthorName = "Ts" || EnemyNear,AuthorName = "Sion_Love_Nameless")
numhits       = 0
reversal.attr = SCA, HA
pausetime     = root,var(18), root,var(18) + 1

[State 10000, Eݒ^ʏ]
type          = ReversalDef
trigger1      = MoveType = A && !NumTarget
trigger1      = (Anim = [0,999]) && (root,HitDefAttr = SCA, NA) && var(45) = 1
trigger1      = (EnemyNear,AuthorName = "Ts" || EnemyNear,AuthorName = "Sion_Love_Nameless")
numhits       = 0
reversal.attr = SCA, NA
pausetime     = root,var(18), 0
[State 10000, Eݒ^KE]
type          = ReversalDef
trigger1      = MoveType = A && !NumTarget
trigger1      = (Anim = [1000,2999]) && (root,HitDefAttr = SCA, SA) && var(45) = 1
trigger1      = (EnemyNear,AuthorName = "Ts" || EnemyNear,AuthorName = "Sion_Love_Nameless")
numhits       = 0
reversal.attr = SCA, SA
pausetime     = root,var(18), 0
[State 10000, Eݒ^KE]
type          = ReversalDef
trigger1      = MoveType = A && !NumTarget
trigger1      = (Anim = [3000,3899]) && (root,HitDefAttr = SCA, HA) && var(45) = 1
trigger1      = (EnemyNear,AuthorName = "Ts" || EnemyNear,AuthorName = "Sion_Love_Nameless")
numhits       = 0
reversal.attr = SCA, HA
pausetime     = root,var(18), 0

[State 10000, Eݒ^ReversalDef㏑]
type          = ReversalDef
trigger1      = MoveType != A || NumTarget
trigger2      = (Anim != [0,3899]) || !(root,HitDefAttr = SCA, AA)
trigger3      = root,movecontact || root,MoveReversed
trigger4      = movecontact || MoveReversed
reversal.attr = ;SCA, AA
pausetime     = 0, 0

[State 10000, I[Q[W^E]
type       = PowerAdd
triggerall = RoundState = 2
triggerall = !root,var(6) && movecontact
trigger1   = !(EnemyNear,AuthorName = "Sion_Love_Nameless" || EnemyNear,AuthorName = "Ts")
value      = ceil(25.0*root,fvar(11))

[State 10000, UtOZbg]
type     = MoveHitReSet
trigger1 = movecontact || MoveReversed

[State 10000, TargetDrop]
type      = TargetDrop
trigger1  = NumTarget
excludeID = -1
keepone   = 0

;
;Q[WHelper(),Var(0)]Helper(),Var(4)
;
;
;bǗb
;
;(var(1)&1)@ߗo
;(var(1)&2)@o
;(var(1)&4) < 1@ߗj
;(var(1)&8) < 1@j
;(var(1)&16) < 1@ߗo
;(var(1)&32) < 1@o
;(var(1)&64) < 1@ߗj
;(var(1)&128) < 1@j
;(var(1)&256) < 1@ݎo
;(var(1)&512) < 1@ݎj
;(var(1)&1024) < 1@݋o
;(var(1)&2048) < 1@݋j
;(var(1)&4096) < 1@ojVOXgCN
;(var(1)&8192) < 1@wB[ojVOXgCN
;(var(1)&16384) < 1@wBojK[h
;(var(1)&32762) < 1@OCuV[g
;(var(1)&65536) < 1@wB[XgCN
;(var(1)&131072) < 1 K[hLZ
;(var(1)&262144) < 1@Oo
;(var(1)&524288) < 1@Oj
;(var(1)&1048576) < 1@󒆎o
;(var(1)&2097152) < 1@󒆎j
;(var(1)&4194304) < 1@󒆋o
;(var(1)&8388608) < 1@󒆋j
;(var(1)&16777216) < 1@ʏ퓊
;(var(1)&33554432) < 1@͂ݓ
;(var(1)&67108864) < 1@V[hoJ[
;(var(1)&134217728) < 1@C
;(var(1)&268435456) < 1@tbN
;(var(1)&536870912) < 1@T}[\g
;(var(1)&1073741824) < 1@G[eCgEGAij
;(var(1)&-2147483648) < 1@G[eCgEGAiE󒆁j

;(var(2)&1) < 1@G[eCgEGAij
;(var(2)&2) < 1@G[eCgEGAij^ŏIi
;(var(2)&4) < 1@G[eCgEGAiE󒆁j
;(var(2)&8) < 1@G[eCgEXXg
;(var(2)&16) < 1@}~LbN
;(var(2)&32) < 1@G[eCgEOh
;(var(2)&64) < 1@VjE

;D愰
[State 10000, ߗo]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&1)
trigger1 = root,stateno = 200 || root,stateno = 500 && root,PrevStateNo = 200
trigger1 = root,movehit && root,NumTarget && root,var(26) = 200
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|1), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, o]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&2)
trigger1 = root,stateno = 205 || root,stateno = 500 && root,PrevStateNo = 205
trigger1 = root,movehit && root,NumTarget && root,var(26) = 205
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|2), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ߗj]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&4)
trigger1 = root,stateno = 210 || root,stateno = 500 && root,PrevStateNo = 210
trigger1 = root,movehit && root,NumTarget && root,var(26) = 210
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|4), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, j]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&8)
trigger1 = root,stateno = 215 || root,stateno = 500 && root,PrevStateNo = 215
trigger1 = root,movehit && root,NumTarget && root,var(26) = 215
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|8), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ߗo]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&16)
trigger1 = root,stateno = 220 || root,stateno = 500 && root,PrevStateNo = 220
trigger1 = root,movehit && root,NumTarget && root,var(26) = 220
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|16), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, o]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&32)
trigger1 = root,stateno = 225 || root,stateno = 500 && root,PrevStateNo = 225
trigger1 = root,movehit && root,NumTarget && root,var(26) = 225
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|32), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ߗj]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&64)
trigger1 = root,stateno = 230 || root,stateno = 500 && root,PrevStateNo = 230
trigger1 = root,movehit && root,NumTarget && root,var(26) = 230
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|64), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, j]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&128)
trigger1 = root,stateno = 235 || root,stateno = 500 && root,PrevStateNo = 235
trigger1 = root,movehit && root,NumTarget && root,var(26) = 235
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|128), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ݎo]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&256)
trigger1 = root,stateno = 400 || root,stateno = 500 && root,PrevStateNo = 400
trigger1 = root,movehit && root,NumTarget && root,var(26) = 400
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|256), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ݎj]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&512)
trigger1 = root,stateno = 410 || root,stateno = 500 && root,PrevStateNo = 410
trigger1 = root,movehit && root,NumTarget && root,var(26) = 410
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|512), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ݋o]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&1024)
trigger1 = root,stateno = 420 || root,stateno = 500 && root,PrevStateNo = 420
trigger1 = root,movehit && root,NumTarget && root,var(26) = 420
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|1024), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ݋j]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&2048)
trigger1 = root,stateno = 430 || root,stateno = 500 && root,PrevStateNo = 430
trigger1 = root,movehit && root,NumTarget && root,var(26) = 430
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|2048), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ojVOXgCN]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&4096)
trigger1 = root,stateno = 305 || root,stateno = 500 && root,PrevStateNo = 305
trigger1 = root,movehit && root,NumTarget && root,var(26) = 305
trigger1 = var(4) := ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := (var(1)|4096)
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, wB[ojVOXgCN]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&8192)
trigger1 = root,stateno = 305 || root,stateno = 500 && root,PrevStateNo = 305
trigger1 = root,movehit && root,NumTarget && root,var(26) = 306
trigger1 = var(4) := ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := (var(1)|8192)
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, wBojK[h^D搧O]
type       = ParentVarAdd
triggerall = NumHelper(9570) = 0 && RoundState = [2,3]
triggerall = var(0) < 3 && root,NumTarget(306)
triggerall = !(var(1)&16384)
trigger1   = root,NumEnemy <= 1 || root,NumEnemy >= 2
trigger1   = EnemyNear(0),MoveType = H && EnemyNear(0),StateNo = 565 && EnemyNear(0),PrevStateNo = 561
trigger1   = var(4) := ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1   = var(1) := (var(1)|16384)
trigger2   = root,NumEnemy >= 2
trigger2   = EnemyNear(1),MoveType = H && EnemyNear(1),StateNo = 565 && EnemyNear(1),PrevStateNo = 561
trigger2   = var(4) := ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger2   = var(1) := (var(1)|16384)
var(7)     = var(4)
IgnoreHitPause = 1

[State 10000, OCuV[g]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&32768)
trigger1 = root,stateno = 310 || root,stateno = 500 && root,PrevStateNo = 310
trigger1 = root,movehit && root,NumTarget
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|32768), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, wB[XgCN]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&65536)
trigger1 = root,stateno = 320 || root,stateno = 500 && root,PrevStateNo = 320
trigger1 = root,movehit && root,NumTarget
trigger1 = var(4) := ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+1+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := (var(1)|65536)
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, K[hLZ]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&131072)
trigger1 = root,stateno = 350 || root,stateno = 500 && root,PrevStateNo = 350
trigger1 = root,movehit && root,NumTarget
trigger1 = var(4) := ifelse(var(0)+0+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|131072), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, Oo]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&262144)
trigger1 = root,stateno = 240 || root,stateno = 500 && root,PrevStateNo = 240
trigger1 = root,movehit && root,NumTarget
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|262144), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, Oj]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&524288)
trigger1 = root,stateno = 245 || root,stateno = 500 && root,PrevStateNo = 245
trigger1 = root,movehit && root,NumTarget
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|524288), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, 󒆎o]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&1048576)
trigger1 = root,stateno = 600 || root,stateno = 500 && root,PrevStateNo = 600
trigger1 = root,movehit && root,NumTarget && root,var(26) = 600
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|1048576), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, 󒆎j]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&2097152)
trigger1 = root,stateno = 610 || root,stateno = 500 && root,PrevStateNo = 610
trigger1 = root,movehit && root,NumTarget && root,var(26) = 610
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|2097152), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, 󒆋o]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&4194304)
trigger1 = root,stateno = 620 || root,stateno = 500 && root,PrevStateNo = 620
trigger1 = root,movehit && root,NumTarget && root,var(26) = 620
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|4194304), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, 󒆋j]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&8388608)
trigger1 = root,var(29)%10000000/10000 > 0
trigger1 = root,stateno = 630 || root,stateno = 500 && root,PrevStateNo = 630
trigger1 = root,movehit && root,NumTarget && root,var(26) = 630
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|8388608), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ʏ퓊]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&16777216)
trigger1 = root,var(29)%10000000/10000 > 0
trigger1 = root,stateno = 801 && root,AnimElem = 5 || root,stateno = 500 && root,PrevStateNo = 801 && root,AnimElem = 5
trigger1 = root,NumTarget && root,var(26) = 800
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|16777216), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, ͂ݓ]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&33554432)
trigger1 = root,var(29)%10000000/10000 > 0
trigger1 = root,stateno = 851 || root,stateno = 500 && root,PrevStateNo = 851
trigger1 = root,NumTarget && root,var(26) = 850
trigger1 = var(4) := 0+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(0) := var(0)+(root,var(29)%100000000/10000>0) || 1
trigger1 = var(1) := ifelse((root,var(29)%100000000/10000>0), (var(1)|33554432), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, V[hoJ[]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&67108864)
trigger1 = root,var(29)%10000000/10000 > 0
trigger1 = root,stateno = 1010 || root,stateno = 500 && root,PrevStateNo = 1010
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1010
trigger1 = var(4) := ifelse(var(0)+0+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(29)%100000000/10000>0)+(root,var(15)=1&&var(3)=1), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := ifelse(0+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(1)|67108864), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, C]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&134217728)
trigger1 = NumHelper(1150)
trigger1 = Helper(1150),movehit && Helper(1150),NumTarget && root,NumTarget
trigger1 = var(4) := ifelse(var(0)+0+(Helper(1150),var(3)=1)+(var(3)=1&&Helper(1150),var(15)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(Helper(1150),var(3)=1)+(var(3)=1&&Helper(1150),var(15)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(Helper(1150),var(3)=1)+(var(3)=1&&Helper(1150),var(15)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(Helper(1150),var(3)=1)+(var(3)=1&&Helper(1150),var(15)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := ifelse(var(0)+0+(Helper(1150),var(3)=1)+(var(3)=1&&Helper(1150),var(15)=1)+(root,var(29)%100000000/10000>0), (var(1)|134217728), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, tbN]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&268435456)
trigger1 = root,stateno = 1200 || root,stateno = 500 && root,PrevStateNo = 1200
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1200
trigger1 = var(4) := ifelse(var(0)+1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := (var(1)|268435456)
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, T}[\g]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&536870912)
trigger1 = root,stateno = 1300 || root,stateno = 500 && root,PrevStateNo = 1300
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1300
trigger1 = var(4) := ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%10000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := ifelse(0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(1)|536870912), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, G[eCgEGAij]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&1073741824)
trigger1 = root,stateno = 1500 || root,stateno = 500 && root,PrevStateNo = 1500
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1500
trigger1 = var(4) := ifelse(var(0)+1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := (var(1)|1073741824)
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, G[eCgEGAiE󒆁j]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(1)&-2147483648)
trigger1 = root,stateno = 1505 || root,stateno = 500 && root,PrevStateNo = 1505
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1505
trigger1 = var(4) := ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(1) := ifelse(0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(1)|-2147483648), var(1))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, G[eCgEGAij]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(2)&1)
trigger1 = root,stateno = 1510 || root,stateno = 500 && root,PrevStateNo = 1510
trigger1 = root,AnimElemNo(0) <= 4
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1510
trigger1 = var(4) := ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(2) := ifelse(0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(2)|1), var(2))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, G[eCgEGAij^ŏIi]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(2)&2)
trigger1 = root,stateno = 1510 || root,stateno = 500 && root,PrevStateNo = 1510
trigger1 = root,AnimElemNo(0) > 4
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1510
trigger1 = var(4) := ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(2) := ifelse(0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(2)|2), var(2))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, G[eCgEGAiE󒆁j]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(2)&4)
trigger1 = root,stateno = 1515 || root,stateno = 500 && root,PrevStateNo = 1515
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1515
trigger1 = var(4) := ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%10000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(2) := ifelse(0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(2)|4), var(2))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, G[eCgEXXg]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(2)&8)
trigger1 = root,stateno = 1600 || root,stateno = 500 && root,PrevStateNo = 1600
trigger1 = root,movehit && root,NumTarget && root,var(26) = 1600
trigger1 = var(4) := ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%10000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(2) := ifelse(0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(2)|8), var(2))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, }~LbN]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(2)&16)
trigger1 = (root,stateno = [1700,1705])
trigger1 = root,movehit && root,NumTarget && root,var(26) = [1700,1705]
trigger1 = var(4) := ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%10000000/10000>0)<=3, 0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(2) := ifelse(0+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), (var(2)|16), var(2))
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, G[eCgEOh]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = !(var(2)&32)
trigger1 = (root,stateno = [3100,3105])
trigger1 = root,movehit && root,NumTarget && root,var(26) = 3100
trigger1 = var(4) := ifelse(var(0)+1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3+var(25), 1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3+var(25)-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3+var(25), 1+(root,var(3)=1)+(root,var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3+var(25)-var(0)) || 1
trigger1 = var(2) :=  (var(2)|32)
var(7)   = var(4)
IgnoreHitPause = 1

[State 10000, VjE]
type     = ParentVarAdd
trigger1 = NumHelper(9570) = 0 && RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = !(var(2)&64)
trigger1 = NumHelper(3250)
trigger1 = Helper(3250),movehit && Helper(3250),NumTarget && root,NumTarget
trigger1 = var(4) := ifelse(var(0)+1+(Helper(3250),var(3)=1)+(Helper(3250),var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0)<=3, 1+(Helper(3250),var(3)=1)+(Helper(3250),var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(0) := var(0)+ifelse(var(0)+1+(Helper(3250),var(3)=1)+(Helper(3250),var(15)=1&&var(3)=1)+(root,var(29)%10000000/10000>0)<=3, 1+(Helper(3250),var(3)=1)+(Helper(3250),var(15)=1&&var(3)=1)+(root,var(29)%100000000/10000>0), 3-var(0)) || 1
trigger1 = var(2) :=  (var(2)|64)
var(7)   = var(4)
IgnoreHitPause = 1

;D搧^䄰
[State 10000, Zbg]
type     = Null
trigger1 = root,NumTarget = 0
trigger1 = var(0) || var(1) || var(2)
trigger1 = var(0) := 0 && var(1) := 0 && var(2) := 0
IgnoreHitPause = 1

;OCu䄰
[State 10000, OCu^L]
type     = VarSet
trigger1 = var(3) = 0
trigger1 = root,var(15) = 1
trigger1 = root,stateno = 40 || root,stateno = 310
var(3)   = 1
IgnoreHitPause = 1

[State 10000, OCu^]
type       = VarSet
triggerall = var(3) = 1
trigger1   = root,var(15) = 0
trigger2   = (root,stateno = [1000,3499]) || root,stateno = 500 && root,PrevStateNo = [1000,3499]
trigger2   = root,movehit && root,NumTarget
trigger3   = NumHelper(1050)
trigger3   = Helper(1050),movehit && Helper(1050),NumTarget && Helper(1050),var(15) = 1
trigger4   = NumHelper(1150)
trigger4   = Helper(1150),movehit && Helper(1150),NumTarget && Helper(1150),var(15) = 1
trigger5   = NumHelper(3250)
trigger5   = Helper(3250),movehit && Helper(3250),NumTarget && Helper(3250),var(15) = 1
var(3)     = 0
IgnoreHitPause = 1

;
;so脫Helper(),Var(8)^Helper(),Var(9)
;
;Tu{CX
[State -3, _^^nȂ]
type       = PlaySnd
triggerall = RoundState = 2
;]]]]]]]]]]]]]]]]]]]]]]]]]p
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA" || EnemyNear(0),Name = "SHUH"
trigger1   = (EnemyNear(0),AuthorName = "Ts" || EnemyNear(0),AuthorName = "Fixxxer+Ts") && EnemyNear(0),var(7) = 7
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA" || EnemyNear(1),Name = "SHUH"
trigger2   = (EnemyNear(1),AuthorName = "Ts" || EnemyNear(1),AuthorName = "Fixxxer+Ts") && EnemyNear(1),var(7) = 7
;]]]]]]]]]]]]]]]]]]]]]]At
trigger3   = NumEnemy <= 1 || NumEnemy >= 2
trigger3   = EnemyNear(0),Name = "REI" || EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "SHIN" || EnemyNear(0),Name = "THOUTHER"
trigger3   = EnemyNear(0),AuthorName = "Ahuron" && EnemyNear(0),var(4) = 7
trigger4   = NumEnemy >= 2
trigger4   = EnemyNear(1),Name = "REI" || EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "SHIN" || EnemyNear(1),Name = "THOUTHER"
trigger4   = EnemyNear(1),AuthorName = "Ahuron" && EnemyNear(1),var(4) = 7
;]]]]]]]]]]]]]]]]]]]]]hEB
trigger5   = NumEnemy <= 1 || NumEnemy >= 2
trigger5   = EnemyNear(0),Name = "RAOH" || EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "KENSHIRO"
trigger5   = EnemyNear(0),AuthorName = "Drowin hokuto" && EnemyNear(0),var(24) = 7
trigger6   = NumEnemy >= 2
trigger6   = EnemyNear(1),Name = "RAOH" || EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "KENSHIRO"
trigger6   = EnemyNear(1),AuthorName = "Drowin hokuto" && EnemyNear(1),var(24) = 7
;]]]]]]]]]]]]]]]]]]]]]]]蒃
trigger7   = NumEnemy <= 1 || NumEnemy >= 2
trigger7   = EnemyNear(0),Name = "TOKI-(NERICYA)" || EnemyNear(0),Name = "JUDA-(NERICYA)"
trigger7   = EnemyNear(0),AuthorName = "NERICYA" && EnemyNear(0),var(20) = 0
trigger8   = NumEnemy >= 2
trigger8   = EnemyNear(1),Name = "TOKI-(NERICYA)" || EnemyNear(1),Name = "JUDA-(NERICYA)"
trigger8   = EnemyNear(1),AuthorName = "NERICYA" && EnemyNear(1),var(20) = 0
;]]]]]]]]]]]]]]]]]]]]]]]] rei
trigger9   = NumEnemy <= 1 || NumEnemy >= 2
trigger9   = EnemyNear(0),Name = "Mr.HEART"
trigger9   = EnemyNear(0),AuthorName = "rei" && EnemyNear(0),var(27) = 0
trigger10  = NumEnemy >= 2
trigger10  = EnemyNear(1),Name = "Mr.HEART"
trigger10  = EnemyNear(1),AuthorName = "rei" && EnemyNear(1),var(27) = 0
;]]]]]]]]]]]]]]]]]]]]]]]]
trigger11  = NumEnemy <= 1 || NumEnemy >= 2
trigger11  = EnemyNear(0),Name = "RAOH"
trigger11  = EnemyNear(0),AuthorName = "shikkoku" && EnemyNear(0),var(7) = 7
trigger12  = NumEnemy >= 2
trigger12  = EnemyNear(1),Name = "RAOH"
trigger12  = EnemyNear(1),AuthorName = "shikkoku" && EnemyNear(1),var(7) = 7
;]]]]]]]]]]]]]]]]]]]]]]] Ataru
trigger13  = NumEnemy <= 1 || NumEnemy >= 2
trigger13  = EnemyNear(0),Name = "RAOH ATL"
trigger13  = EnemyNear(0),AuthorName = "Ataru" && EnemyNear(0),var(8) = 0
trigger14  = NumEnemy >= 2
trigger14  = EnemyNear(1),Name = "RAOH ATL"
trigger14  = EnemyNear(1),AuthorName = "Ataru" && EnemyNear(1),var(8) = 0
;]]]]]]]]]]]]]]]]]]]]]`Ƃ͂鎁
trigger15  = 0;NumEnemy <= 1 || NumEnemy >= 2
trigger15  = 0;EnemyNear(0),Name = "MAMIYA"
trigger15  = 0;EnemyNear(0),AuthorName = "YU-TOHARU" && EnemyNear(0),var(51) = 7
trigger16  = 0;NumEnemy >= 2
trigger16  = 0;EnemyNear(1),Name = "MAMIYA"
trigger16  = 0;EnemyNear(1),AuthorName = "YU-TOHARU" && EnemyNear(1),var(51) = 7
;]]]]]]]]]]]]]]]]]]]]؂Ƃ
trigger17  = NumEnemy <= 1 || NumEnemy >= 2
trigger17  = EnemyNear(0),Name = "SHIN"
trigger17  = EnemyNear(0),AuthorName = "konpeitou" && EnemyNear(0),var(7) = 0 || EnemyNear(0),authorname  = "koikoi" && EnemyNear(0),var(7) = 0
trigger18  = NumEnemy >= 2
trigger18  = EnemyNear(1),Name = "SHIN"
trigger18  = EnemyNear(1),AuthorName = "konpeitou" && EnemyNear(1),var(7) = 0 || EnemyNear(1),authorname  = "koikoi" && EnemyNear(1),var(7) = 0
;]]]]]]]]]]]]]]]]]]]]]]]SAIKEI
trigger19  = NumEnemy <= 1 || NumEnemy >= 2
trigger19  = EnemyNear(0),Name = "KENSHIRO" || EnemyNear(0),Name = "THOUTHER" || EnemyNear(0),Name = "JUDA" || EnemyNear(0),Name = "REI"
trigger19  = EnemyNear(0),AuthorName = "SAIKEI" && EnemyNear(0),fvar(1) = 0
trigger20  = NumEnemy >= 2
trigger20  = EnemyNear(1),Name = "KENSHIRO" || EnemyNear(1),Name = "THOUTHER" || EnemyNear(1),Name = "JUDA" || EnemyNear(1),Name = "REI"
trigger20  = EnemyNear(1),AuthorName = "SAIKEI" && EnemyNear(1),fvar(1) = 0
;]]]]]]]]]]]]]]]]]]]]]]]]]]]]
value      = 5500, 31
channel    = 2
lowpriority = 1
Persistent  = 0

[State 10000, JEg_E]
type     = VarAdd
trigger1 = var(30) > 0
var(30)  = -1

[State -3, _^^œK헪I]
type     = PlaySnd
trigger1 = RoundState = 2
trigger1 = root,var(7) = 7
trigger1 = var(30) :=  1
value    = 5600,0
channel  = 1
lowpriority = 1
Persistent  = 0

;{CX
[State 10000, o^Ǒł͎ȂI^]
type       = VarSet
triggerall = !var(8) && RoundState = 3
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "SHIN" && EnemyNear(0),authorname = "ahuron"
trigger1   = EnemyNear(0),stateno = 5150 && EnemyNear(0),prevstateno = 2200
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "SHIN" && EnemyNear(1),authorname = "ahuron"
trigger2   = EnemyNear(1),stateno = 5150 && EnemyNear(1),prevstateno = 2200
trigger3   = NumEnemy <= 1 || NumEnemy >= 2
trigger3   = EnemyNear(0),Name = "shin" && EnemyNear(0),authorname = "konpeitou" || EnemyNear(0),Name = "shin" && EnemyNear(0),authorname  = "koikoi"
trigger3   = EnemyNear(0),stateno = 5150 && EnemyNear(0),prevstateno = 2600
trigger4   = NumEnemy >= 2
trigger4   = EnemyNear(1),Name = "shin" && EnemyNear(1),authorname = "konpeitou" || EnemyNear(1),Name = "shin" && EnemyNear(1),authorname  = "koikoi"
trigger4   = EnemyNear(1),stateno = 5150 && EnemyNear(1),prevstateno = 2600
trigger5   = NumEnemy <= 1 || NumEnemy >= 2
trigger5   = EnemyNear(0),Name = "amiba" && (EnemyNear(0),authorname = "Drowin hokuto" || EnemyNear(0),authorname = "oki")
trigger5   = EnemyNear(0),stateno = 5150 && EnemyNear(0),prevstateno = 220011
trigger6   = NumEnemy >= 2
trigger6   = EnemyNear(1),Name = "amiba" && (EnemyNear(1),authorname = "Drowin hokuto" || EnemyNear(1),authorname = "oki")
trigger6   = EnemyNear(1),stateno = 5150 && EnemyNear(1),prevstateno = 220011
var(8)     = 7

[State 10000, o^ꌂKE`]
type     = VarSet
trigger1 = !var(8) && RoundState = 3
trigger1 = root,stateno = [3900,3910]
var(8)   = 4

[State 10000, o^ɉ`]
type       = VarSet
triggerall = !var(8) && RoundState = 3
trigger1   = root,stateno = [3000,3500]
trigger2   = NumHelper(3150)
trigger2   = Helper(3150),movehit
var(8)     = 3

[State 10000, o^̑^h]
type     = VarSet
trigger1 = !var(8) && RoundState = 3
trigger1 = root,Life <= root,LifeMax/8
var(8)   = 2

[State 10000, o^̑^]
type     = VarSet
trigger1 = !var(8) && RoundState = 3
trigger1 = root,Life >= root,LifeMax/3*2
var(8)   = 1

[State 10000, {CX]
type     = PlaySnd
trigger1 = root,stateno = 180
trigger1 = root,Time = 32
trigger1 = !var(30)
value    = 180, 0+var(8)
channel  = 1
Persistent = 0

[State 10000, {CX^Ԑ؂]
type     = PlaySnd
trigger1 = root,stateno = 181
trigger1 = root,Time = 32
value    = 180, 5
channel  = 1
Persistent = 0

;sk{CX

[State 10000, sk{CX]
type     = PlaySnd
trigger1 = !root,Alive
value    = 5400, 0+(Random%6)
channel  = 1
Persistent = 0

;
;GtFNgHelper(),Var(10)]Helper(),Var(13)
;
[State 10000, t[ϐ]
type      = Null
trigger1  = Time = 0
trigger1  = var(10) := 50505050 && var(11) := 505050 && var(12) := 7090 && 0
trigger2  = var(10)%100/1 <= 50
trigger2  = var(10) := var(10) + (1 * 1) && 0
trigger3  = Time > 0 && var(13) != root,var(7) && var(13) <= 0 && root,var(7) > 0
trigger3  = var(10) := var(10) - (var(10)%100/1 * 1) && 0
trigger4  = var(10)%10000/100 <= 50
trigger4  = var(10) := var(10) + (1 * 100) && 0
trigger5  = Time > 0 && var(13) != root,var(7) && var(13) <= 1 && root,var(7) > 1
trigger5  = var(10) := var(10) - (var(10)%10000/100 * 100) && 0
trigger6  = var(10)%1000000/10000 <= 50
trigger6  = var(10) := var(10) + (1 * 10000) && 0
trigger7  = Time > 0 && var(13) != root,var(7) && var(13) <= 2 && root,var(7) > 2
trigger7  = var(10) := var(10) - (var(10)%1000000/10000 * 10000) && 0
trigger8  = var(10)%100000000/1000000 <= 50
trigger8  = var(10) := var(10) + (1 * 1000000) && 0
trigger9  = Time > 0 && var(13) != root,var(7) && var(13) <= 3 && root,var(7) > 3
trigger9  = var(10) := var(10) - (var(10)%100000000/1000000 * 1000000) && 0
trigger10 = var(11)%100/1 <= 50
trigger10 = var(11) := var(11) + (1 * 1) && 0
trigger11 = Time > 0 && var(13) != root,var(7) && var(13) <= 4 && root,var(7) > 4
trigger11 = var(11) := var(11) - (var(11)%100/1 * 1) && 0
trigger12 = var(11)%10000/100 <= 50
trigger12 = var(11) := var(11) + (1 * 100) && 0
trigger13 = Time > 0 && var(13) != root,var(7) && var(13) <= 5 && root,var(7) > 5
trigger13 = var(11) := var(11) - (var(11)%10000/100 * 100) && 0
trigger14 = var(11)%1000000/10000 <= 50
trigger14 = var(11) := var(11) + (1 * 10000) && 0
trigger15 = Time > 0 && var(13) != root,var(7) && var(13) <= 6 && root,var(7) > 6
trigger15 = var(11) := var(11) - (var(11)%1000000/10000 * 10000) && 0
trigger16 = var(12)%100/1 <= 90
trigger16 = var(12) := var(12) + (1 * 1) && 0
trigger17 = var(13) != root,var(7) && (var(13) <= 6 || var(13) = 99) && root,var(7) > 6 && (root,StateNo != 3900 && root,StateNo != 3950) && Time > 0
trigger17 = var(12) := var(12) - (var(12)%100/1 * 1) && 0
trigger18 = var(12)%10000/100 <= 70
trigger18 = var(12) := var(12) + (1 * 100) && 0
trigger19 = var(13) != root,var(7) && var(13) = 99 && root,var(7) < 7
trigger19 = var(12) := var(12) - (var(12)%10000/100 * 100) && 0
IgnoreHitPause = 1

;
;bQ[Wgb
;
[State 10000, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10000)
anim           = 10000
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10000

[State 10000, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10000)
anim           = 10020
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10000

;
;bPb
;
[State 10001, Po]
type           = Explod
trigger1       = root,var(7) < 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10001)
anim           = 10001
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10001

[State 10001, Qo]
type           = Explod
trigger1       = root,var(7) < 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10001)
anim           = 10021
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10001

[State 10001, P]
type       = removeexplod
triggerall = NumExplod(10001)
trigger1   = root,var(7) >= 1
trigger2   = var(12)%10000/100 = [0,30]
ID         = 10001
IgnoreHitPause = 1

;
;bQb
;
[State 10002, Po]
type           = Explod
trigger1       = root,var(7) < 2
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10002)
anim           = 10002
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10002

[State 10002, Qo]
type           = Explod
trigger1       = root,var(7) < 2
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10002)
anim           = 10022
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10002

[State 10002, Q]
type       = removeexplod
triggerall = NumExplod(10002)
trigger1   = root,var(7) >= 2
trigger2   = var(12)%10000/100 = [0,30]
ID         = 10002
IgnoreHitPause = 1

;
;bRb
;
[State 10003, Po]
type           = Explod
trigger1       = root,var(7) < 3
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10003)
anim           = 10003
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10003

[State 10003, Qo]
type           = Explod
trigger1       = root,var(7) < 3
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10003)
anim           = 10023
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10003

[State 10003, R]
type       = removeexplod
triggerall = NumExplod(10003)
trigger1   = root,var(7) >= 3
trigger2   = var(12)%10000/100 = [0,30]
ID         = 10003
IgnoreHitPause = 1

;
;bSb
;
[State 10004, Po]
type           = Explod
trigger1       = root,var(7) < 4
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10004)
anim           = 10004
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10004

[State 10004, Qo]
type           = Explod
trigger1       = root,var(7) < 4
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10004)
anim           = 10024
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10004

[State 10004, S]
type       = removeexplod
triggerall = NumExplod(10004)
trigger1   = root,var(7) >= 4
trigger2   = var(12)%10000/100 = [0,30]
ID         = 10004
IgnoreHitPause = 1

;
;bTb
;
[State 10005, Po]
type           = Explod
trigger1       = root,var(7) < 5
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10005)
anim           = 10005
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10005

[State 10005, Qo]
type           = Explod
trigger1       = root,var(7) < 5
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10005)
anim           = 10025
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10005

[State 10005, T]
type       = removeexplod
triggerall = NumExplod(10005)
trigger1   = root,var(7) >= 5
trigger2   = var(12)%10000/100 = [0,30]
ID         = 10005
IgnoreHitPause = 1

;
;bUb
;
[State 10006, Po]
type           = Explod
trigger1       = root,var(7) < 6
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10006)
anim           = 10006
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10006

[State 10006, Qo]
type           = Explod
trigger1       = root,var(7) < 6
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10006)
anim           = 10026
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10006

[State 10006, U]
type       = removeexplod
triggerall = NumExplod(10006)
trigger1   = root,var(7) >= 6
trigger2   = var(12)%10000/100 = [0,30]
ID         = 10006
IgnoreHitPause = 1

;
;bVb
;
[State 10007, Po]
type           = Explod
trigger1       = root,var(7) < 7
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10007)
anim           = 10007
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10007

[State 10007, Qo]
type           = Explod
trigger1       = root,var(7) < 7
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10007)
anim           = 10027
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10007

[State 10007, V]
type       = removeexplod
triggerall = NumExplod(10007)
trigger1   = root,var(7) >= 7
trigger2   = var(12)%10000/100 = [0,30]
ID         = 10007
IgnoreHitPause = 1

;
;bb
;
[State 10010, Po]
type           = Explod
trigger1       = root,var(7) = 7
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10010)
anim           = 10010
pos            = -95-var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10010

[State 10010, Qo]
type           = Explod
trigger1       = root,var(7) = 7
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10010)
anim           = 10030
pos            = 95+var(50), ceil(root,var(28)/240.0*45)+var(51)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10010

[State 10010, ]
type       = removeexplod
triggerall = NumExplod(10010)
trigger1   = root,var(7) < 7
trigger2   = var(12)%100/1 = 0
trigger3   = RoundState = 2 && root,var(7) = 99 && root,stateno != [3900,3999]
ID         = 10010
IgnoreHitPause = 1

;
;` FIST BLOWHelper(),Var(14)
;
[State 10200, t[ϐ]
type     = Null
trigger1 = !NumExplod(10200) && root,power >= 1000 && var(14) != 0
trigger1 = var(14) := 0 && 0
trigger2 = !NumExplod(10200) && !NumExplod(10210) && NumExplod(10010) && var(14) != 0
trigger2 = var(14) := 0 && 0
trigger3 = NumExplod(10200) && !NumExplod(10210) && NumExplod(10010) && var(14) > 80
trigger3 = var(14) := var(14)-70 && 0
trigger4 = NumExplod(10200) || NumExplod(10210)
trigger4 = var(14) := var(14) + 1 && 0
trigger5 = var(14) >= 150
trigger5 = var(14) := 10 && 0

[State 10200, GOD FIST BLOW?^Po]
type           = Explod
trigger1       = !NumExplod(10200)
trigger1       = root,power >= 1000 && TeamSide = 1
anim           = 10200
pos            = 118+var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10200
[State 10200, GOD FIST BLOW?^Po]
type           = Explod
trigger1       = !NumExplod(10205)
trigger1       = root,power >= 1000 && TeamSide = 1
anim           = 10205
pos            = 118+var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10205

[State 10200, GOD FIST BLOW?^Qo]
type           = Explod
trigger1       = !NumExplod(10200)
trigger1       = root,power >= 1000 && TeamSide = 2
anim           = 10201
pos            = -120-var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10200
[State 10200, GOD FIST BLOW?^Qo]
type           = Explod
trigger1       = !NumExplod(10205)
trigger1       = root,power >= 1000 && TeamSide = 2
anim           = 10205
pos            = -120-var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10205

[State 10200, DEADLY FIST BLOW?^Po]
type           = Explod
trigger1       = !NumExplod(10210)
trigger1       = NumExplod(10010) && TeamSide = 1
anim           = 10210
pos            = 119+var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10210
[State 10200, DEADLY FIST BLOW?^Po]
type           = Explod
trigger1       = !NumExplod(10215)
trigger1       = NumExplod(10010) && TeamSide = 1
anim           = 10215
pos            = 119+var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10215

[State 10200, DEADLY FIST BLOW?^Qo]
type           = Explod
trigger1       = !NumExplod(10210)
trigger1       = NumExplod(10010) && TeamSide = 2
anim           = 10211
pos            = -119-var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10210
[State 10200, DEADLY FIST BLOW?^Qo]
type           = Explod
trigger1       = !NumExplod(10215)
trigger1       = NumExplod(10010) && TeamSide = 2
anim           = 10215
pos            = -119-var(52), ceil(root,var(28)/240.0*225)+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10215

[State 10200, GtFNgݒ^GOD?]
type     = ModifyExplod
trigger1 = NumExplod(10200)
scale    = 0.5, 0.5
trans    = AddAlpha
alpha    = 256-(NumExplod(10210)&&var(14)>=80)*256, 0+(NumExplod(10210)&&var(14)>=80)*256
ID       = 10200
IgnoreHitPause = 1
[State 10200, GtFNgݒ^GOD?]
type     = ModifyExplod
trigger1 = NumExplod(10205)
scale    = 0.5+(var(14)%70-10)*0.01, 0.5+(var(14)%70-10)*0.01
trans    = AddAlpha
alpha    = ifelse(NumExplod(10215)&&var(14)>=80||(var(14)%70!=[10,19]),0,256-(var(14)%70-10)*24), ifelse(NumExplod(10215)&&var(14)>=80||(var(14)%70!=[10,19]),256,0+(var(14)%70-10)*24)
ID       = 10205
IgnoreHitPause = 1

[State 10200, GtFNgݒ^DEADLY?]
type     = ModifyExplod
trigger1 = NumExplod(10210)
scale    = 0.5, 0.5
trans    = AddAlpha
alpha    = 256-(NumExplod(10200)&&var(14)<80)*256, 0+(NumExplod(10200)&&var(14)<80)*256
ID       = 10210
IgnoreHitPause = 1
[State 10200, GtFNgݒ^DEADLY?]
type     = ModifyExplod
trigger1 = NumExplod(10215)
scale    = 0.5+(var(14)%70-10)*0.01, 0.5+(var(14)%70-10)*0.01
trans    = AddAlpha
alpha    = ifelse(NumExplod(10205)&&var(14)<80||(var(14)%70!=[10,19]),0,256-(var(14)%70-10)*24), ifelse(NumExplod(10205)&&var(14)<80||(var(14)%70!=[10,19]),256,0+(var(14)%70-10)*24)
ID       = 10215
IgnoreHitPause = 1

[State 10200, GtFNg^GOD?]
type     = RemoveExplod
trigger1 = NumExplod(10200)
trigger1 = root,power < 1000
ID       = 10200
IgnoreHitPause = 1
[State 10200, GtFNg^GOD?]
type     = RemoveExplod
trigger1 = NumExplod(10205)
trigger1 = root,power < 1000
ID       = 10205
IgnoreHitPause = 1

[State 10200, GtFNg^DEADLY?]
type     = RemoveExplod
trigger1 = NumExplod(10210)
trigger1 = NumExplod(10010) = 0
ID       = 10210
IgnoreHitPause = 1
[State 10200, GtFNg^DEADLY?]
type     = RemoveExplod
trigger1 = NumExplod(10215)
trigger1 = NumExplod(10010) = 0
ID       = 10215
IgnoreHitPause = 1

;
;DGtFNg
;
;
;bb
;
[State 10430, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10430) && root,var(7) = 7
anim           = 10430
pos            = -74-var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = right
facing         = 1
scale          = 0.375, 0.375
sprpriority    = -5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10430

[State 10430, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10430) && root,var(7) = 7
anim           = 10430
pos            = 74-1+var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = left
facing         = 1
scale          = 0.375, 0.375
sprpriority    = -5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10430

[State 10430, ŏ]
type       = removeexplod
triggerall = NumExplod(10430)
trigger1   = root,var(7) < 7
trigger2   = var(12)%100/1 = 0
trigger3   = RoundState = 2 && root,var(7) = 99 && root,stateno != [3900,3999]
ID         = 10430
IgnoreHitPause = 1

;
;bPbDGtFNg
;
[State 10401, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%100/1 = [0,30]
anim           = 10400+(var(10)%100/1>10)*(var(10)%100/1-10)%15
pos            = -40-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(10)%100/1)/10.0)**(var(10)%100/1<10), 0.5*((var(10)%100/1)/10.0)**(var(10)%100/1<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100/1>15)*(var(10)%100/1-15)*16, 256
ID             = 10401
[State 10401, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%100/1 = [20,50]
anim           = 10415
pos            = -40-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*(var(10)%100/1-20)/30.0, 0.5*(var(10)%100/1-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100/1>20)*(var(10)%100/1-20)*8, 256
ID             = 10401
[State 10401, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%100/1 = [0,30]
anim           = 10420
pos            = -40-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((30-var(10)%100/1)/10.0)**(var(10)%100/1/1>20), 0.5*((30-var(10)%100/1)/10.0)**(var(10)%100/1/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10421

[State 10401, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%100/1 = [0,30]
anim           = 10400+(var(10)%100/1>10)*(var(10)%100/1-10)%15
pos            = 40-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(10)%100/1)/10.0)**(var(10)%100/1<10), 0.5*((var(10)%100/1)/10.0)**(var(10)%100/1<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100/1>15)*(var(10)%100/1-15)*16, 256
ID             = 10401
[State 10401, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%100/1 = [20,50]
anim           = 10415
pos            = 40-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*(var(10)%100/1-20)/30.0, 0.5*(var(10)%100/1-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100/1>20)*(var(10)%100/1-20)*8, 256
ID             = 10401
[State 10401, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%100/1 = [0,30]
anim           = 10426
pos            = 40-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((30-var(10)%100/1)/10.0)**(var(10)%100/1/1>20), 0.5*((30-var(10)%100/1)/10.0)**(var(10)%100/1/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10421

;
;bQbDGtFNg
;
[State 10402, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%10000/100 = [0,30]
anim           = 10400+(var(10)%10000/100>10)*(var(10)%10000/100-10)%15
pos            = -45-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(10)%10000/100)/10.0)**(var(10)%10000/100<10), 0.5*((var(10)%10000/100)/10.0)**(var(10)%10000/100<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%10000/100>15)*(var(10)%10000/100-15)*16, 256
ID             = 10402
[State 10402, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%10000/100 = [20,50]
anim           = 10415
pos            = -45-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*(var(10)%10000/100-20)/30.0, 0.5*(var(10)%10000/100-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%10000/100>20)*(var(10)%10000/100-20)*8, 256
ID             = 10402
[State 10402, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%10000/100 = [0,30]
anim           = 10420
pos            = -45-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((30-var(10)%10000/100)/10.0)**(var(10)%10000/100/1>20), 0.5*((30-var(10)%10000/100)/10.0)**(var(10)%10000/100/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10422

[State 10402, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%10000/100 = [0,30]
anim           = 10400+(var(10)%10000/100>10)*(var(10)%10000/100-10)%15
pos            = 45-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(10)%10000/100)/10.0)**(var(10)%10000/100<10), 0.5*((var(10)%10000/100)/10.0)**(var(10)%10000/100<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%10000/100>15)*(var(10)%10000/100-15)*16, 256
ID             = 10402
[State 10402, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%10000/100 = [20,50]
anim           = 10415
pos            = 45-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*(var(10)%10000/100-20)/30.0, 0.5*(var(10)%10000/100-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%10000/100>20)*(var(10)%10000/100-20)*8, 256
ID             = 10402
[State 10402, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%10000/100 = [0,30]
anim           = 10426
pos            = 45-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((30-var(10)%10000/100)/10.0)**(var(10)%10000/100/1>20), 0.5*((30-var(10)%10000/100)/10.0)**(var(10)%10000/100/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10422

;
;bRbDGtFNg
;
[State 10403, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%1000000/10000 = [0,30]
anim           = 10400+(var(10)%1000000/10000>10)*(var(10)%1000000/10000-10)%15
pos            = -53-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000<10), 0.5*((var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%1000000/10000>15)*(var(10)%1000000/10000-15)*16, 256
ID             = 10403
[State 10403, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%1000000/10000 = [20,50]
anim           = 10415
pos            = -53-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*(var(10)%1000000/10000-20)/30.0, 0.5*(var(10)%1000000/10000-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%1000000/10000>20)*(var(10)%1000000/10000-20)*8, 256
ID             = 10403
[State 10403, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%1000000/10000 = [0,30]
anim           = 10421
pos            = -53-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((30-var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000/1>20), 0.5*((30-var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10423

[State 10403, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%1000000/10000 = [0,30]
anim           = 10400+(var(10)%1000000/10000>10)*(var(10)%1000000/10000-10)%15
pos            = 53-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000<10), 0.5*((var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%1000000/10000>15)*(var(10)%1000000/10000-15)*16, 256
ID             = 10403
[State 10403, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%1000000/10000 = [20,50]
anim           = 10415
pos            = 53-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*(var(10)%1000000/10000-20)/30.0, 0.5*(var(10)%1000000/10000-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%1000000/10000>20)*(var(10)%1000000/10000-20)*8, 256
ID             = 10403
[State 10403, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%1000000/10000 = [0,30]
anim           = 10425
pos            = 53-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((30-var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000/1>20), 0.5*((30-var(10)%1000000/10000)/10.0)**(var(10)%1000000/10000/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10423

;
;bSbDGtFNg
;
[State 10404, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%100000000/1000000 = [0,30]
anim           = 10400+(var(10)%100000000/1000000>10)*(var(10)%100000000/1000000-10)%15
pos            = -58-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000<10), 0.5*((var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100000000/1000000>15)*(var(10)%100000000/1000000-15)*16, 256
ID             = 10404
[State 10404, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%100000000/1000000 = [20,50]
anim           = 10415
pos            = -58-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*(var(10)%100000000/1000000-20)/30.0, 0.5*(var(10)%100000000/1000000-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100000000/1000000>20)*(var(10)%100000000/1000000-20)*8, 256
ID             = 10404
[State 10404, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(10)%100000000/1000000 = [0,30]
anim           = 10421
pos            = -58-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((30-var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000/1>20), 0.5*((30-var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10424

[State 10404, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%100000000/1000000 = [0,30]
anim           = 10400+(var(10)%100000000/1000000>10)*(var(10)%100000000/1000000-10)%15
pos            = 58-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000<10), 0.5*((var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100000000/1000000>15)*(var(10)%100000000/1000000-15)*16, 256
ID             = 10404
[State 10404, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%100000000/1000000 = [20,50]
anim           = 10415
pos            = 58-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*(var(10)%100000000/1000000-20)/30.0, 0.5*(var(10)%100000000/1000000-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(10)%100000000/1000000>20)*(var(10)%100000000/1000000-20)*8, 256
ID             = 10404
[State 10404, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(10)%100000000/1000000 = [0,30]
anim           = 10425
pos            = 58-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((30-var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000/1>20), 0.5*((30-var(10)%100000000/1000000)/10.0)**(var(10)%100000000/1000000/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10424

;
;bTbDGtFNg
;
[State 10405, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%100/1 = [0,30]
anim           = 10400+(var(11)%100/1>10)*(var(11)%100/1-10)%15
pos            = -67-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(11)%100/1)/10.0)**(var(11)%100/1<10), 0.5*((var(11)%100/1)/10.0)**(var(11)%100/1<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%100/1>15)*(var(11)%100/1-15)*16, 256
ID             = 10405
[State 10405, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%100/1 = [20,50]
anim           = 10415
pos            = -67-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*(var(11)%100/1-20)/30.0, 0.5*(var(11)%100/1-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%100/1>20)*(var(11)%100/1-20)*8, 256
ID             = 10405
[State 10405, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%100/1 = [0,30]
anim           = 10420
pos            = -67-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((30-var(11)%100/1)/10.0)**(var(11)%100/1/1>20), 0.5*((30-var(11)%100/1)/10.0)**(var(11)%100/1/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10425

[State 10405, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%100/1 = [0,30]
anim           = 10400+(var(11)%100/1>10)*(var(11)%100/1-10)%15
pos            = 67-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(11)%100/1)/10.0)**(var(11)%100/1<10), 0.5*((var(11)%100/1)/10.0)**(var(11)%100/1<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%100/1>15)*(var(11)%100/1-15)*16, 256
ID             = 10405
[State 10405, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%100/1 = [20,50]
anim           = 10415
pos            = 67-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*(var(11)%100/1-20)/30.0, 0.5*(var(11)%100/1-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%100/1>20)*(var(11)%100/1-20)*8, 256
ID             = 10405
[State 10405, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%100/1 = [0,30]
anim           = 10426
pos            = 67-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((30-var(11)%100/1)/10.0)**(var(11)%100/1/1>20), 0.5*((30-var(11)%100/1)/10.0)**(var(11)%100/1/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10425

;
;bUbDGtFNg
;
[State 10406, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%10000/100 = [0,30]
anim           = 10400+(var(11)%10000/100>10)*(var(11)%10000/100-10)%15
pos            = -75-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(11)%10000/100)/10.0)**(var(11)%10000/100<10), 0.5*((var(11)%10000/100)/10.0)**(var(11)%10000/100<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%10000/100>15)*(var(11)%10000/100-15)*16, 256
ID             = 10406
[State 10406, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%10000/100 = [20,50]
anim           = 10415
pos            = -75-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*(var(11)%10000/100-20)/30.0, 0.5*(var(11)%10000/100-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%10000/100>20)*(var(11)%10000/100-20)*8, 256
ID             = 10406
[State 10406, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%10000/100 = [0,30]
anim           = 10421
pos            = -75-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((30-var(11)%10000/100)/10.0)**(var(11)%10000/100/1>20), 0.5*((30-var(11)%10000/100)/10.0)**(var(11)%10000/100/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10426

[State 10406, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%10000/100 = [0,30]
anim           = 10400+(var(11)%10000/100>10)*(var(11)%10000/100-10)%15
pos            = 75-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(11)%10000/100)/10.0)**(var(11)%10000/100<10), 0.5*((var(11)%10000/100)/10.0)**(var(11)%10000/100<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%10000/100>15)*(var(11)%10000/100-15)*16, 256
ID             = 10406
[State 10406, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%10000/100 = [20,50]
anim           = 10415
pos            = 75-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*(var(11)%10000/100-20)/30.0, 0.5*(var(11)%10000/100-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%10000/100>20)*(var(11)%10000/100-20)*8, 256
ID             = 10406
[State 10406, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%10000/100 = [0,30]
anim           = 10425
pos            = 75-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((30-var(11)%10000/100)/10.0)**(var(11)%10000/100/1>20), 0.5*((30-var(11)%10000/100)/10.0)**(var(11)%10000/100/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10426

;
;bVbDGtFNg
;
[State 10407, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%1000000/10000 = [0,30]
anim           = 10400+(var(11)%1000000/10000>10)*(var(11)%1000000/10000-10)%15
pos            = -80-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000<10), 0.5*((var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%1000000/10000>15)*(var(11)%1000000/10000-15)*16, 256
ID             = 10407
[State 10407, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%1000000/10000 = [20,50]
anim           = 10415
pos            = -80-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*(var(11)%1000000/10000-20)/30.0, 0.5*(var(11)%1000000/10000-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%1000000/10000>20)*(var(11)%1000000/10000-20)*8, 256
ID             = 10407
[State 10407, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(11)%1000000/10000 = [0,30]
anim           = 10421
pos            = -80-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((30-var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000/1>20), 0.5*((30-var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10427

[State 10407, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%1000000/10000 = [0,30]
anim           = 10400+(var(11)%1000000/10000>10)*(var(11)%1000000/10000-10)%15
pos            = 80-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000<10), 0.5*((var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000<10)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%1000000/10000>15)*(var(11)%1000000/10000-15)*16, 256
ID             = 10407
[State 10407, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%1000000/10000 = [20,50]
anim           = 10415
pos            = 80-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*(var(11)%1000000/10000-20)/30.0, 0.5*(var(11)%1000000/10000-20)/30.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(11)%1000000/10000>20)*(var(11)%1000000/10000-20)*8, 256
ID             = 10407
[State 10407, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(11)%1000000/10000 = [0,30]
anim           = 10425
pos            = 80-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((30-var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000/1>20), 0.5*((30-var(11)%1000000/10000)/10.0)**(var(11)%1000000/10000/1>20)
sprpriority    = -6
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10427

;
;bSbDGtFNg
;
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = -40-floor((var(12)%100/1-30)*1.15)*(var(12)%100/1>30)-var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = right
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10401
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = -45-floor((var(12)%100/1-30)*0.95)*(var(12)%100/1>30)-var(50), ceil(root,var(28)/240.0*34)+floor((var(12)%100/1-30)*0.375)*(var(12)%100/1>30)+var(51)
postype        = right
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10402
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = -53-floor((var(12)%100/1-30)*0.75)*(var(12)%100/1>30)-var(50), ceil(root,var(28)/240.0*34)+floor((var(12)%100/1-30)*0.375)*(var(12)%100/1>30)+var(51)
postype        = right
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10403
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = -58-floor((var(12)%100/1-30)*0.50)*(var(12)%100/1>30)-var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = right
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10404
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = -67-floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)-var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = right
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10405
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = -75+floor((var(12)%100/1-30)*0.00)*(var(12)%100/1>30)-var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = right
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10406
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = -80+floor((var(12)%100/1-30)*0.15)*(var(12)%100/1>30)-var(50), ceil(root,var(28)/240.0*34)+floor((var(12)%100/1-30)*0.375)*(var(12)%100/1>30)+var(51)
postype        = right
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10407

[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = 40-1+floor((var(12)%100/1-30)*1.15)*(var(12)%100/1>30)+var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = left
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10401
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = 45-1+floor((var(12)%100/1-30)*0.95)*(var(12)%100/1>30)+var(50), ceil(root,var(28)/240.0*34)+floor((var(12)%100/1-30)*0.375)*(var(12)%100/1>30)+var(51)
postype        = left
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10402
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = 53-1+floor((var(12)%100/1-30)*0.75)*(var(12)%100/1>30)+var(50), ceil(root,var(28)/240.0*34)+floor((var(12)%100/1-30)*0.375)*(var(12)%100/1>30)+var(51)
postype        = left
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10403
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = 58-1+floor((var(12)%100/1-30)*0.50)*(var(12)%100/1>30)+var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = left
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10404
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = 67-1+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = left
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10405
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = 75-1-floor((var(12)%100/1-30)*0.00)*(var(12)%100/1>30)+var(50), ceil(root,var(28)/240.0*39)+floor((var(12)%100/1-30)*0.25)*(var(12)%100/1>30)+var(51)
postype        = left
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10406
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [10,60]
anim           = 10400+(var(12)%100/1)%15
pos            = 80-1-floor((var(12)%100/1-30)*0.15)*(var(12)%100/1>30)+var(50), ceil(root,var(28)/240.0*34)+floor((var(12)%100/1-30)*0.375)*(var(12)%100/1>30)+var(51)
postype        = left
facing         = 1
scale          = 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1), 0.375*((var(12)%100/1-10)/10.0)**(var(12)%100/1-10<10)*((60+1-var(12)%100/1+1)/30.0)**(var(12)%100/1>30+1)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256, 256
ID             = 10407

[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [65,85]
anim           = 10400
pos            = -74-var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4), 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = (0+(var(12)%100/1-65)*64)*(var(12)%100/1<70)+(256-(var(12)%100/1-70+1)*16)*(var(12)%100/1>=70), 256
ID             = 10410
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [65,85]
anim           = 10407
pos            = -74-var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = right
facing         = 1
scale          = 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4), 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = (0+(var(12)%100/1-65)*64)*(var(12)%100/1<70)+(256-(var(12)%100/1-70+1)*16)*(var(12)%100/1>=70), 256
ID             = 10410
[State 10410, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = var(12)%100/1 = [68,85]
anim           = 10416
pos            = -74-var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = right
facing         = 1
scale          = 0.25, 0.25
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%100/1-70+1)*16*(var(12)%100/1>=70), 256
ID             = 10410

[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [65,85]
anim           = 10400
pos            = 74-1+var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4), 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = (0+(var(12)%100/1-65)*64)*(var(12)%100/1<70)+(256-(var(12)%100/1-70+1)*16)*(var(12)%100/1>=70), 256
ID             = 10410
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [65,85]
anim           = 10407
pos            = 74-1+var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = left
facing         = 1
scale          = 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4), 0.5*((var(12)%100/1-65)/4.0)**(var(12)%100/1-65<4)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = (0+(var(12)%100/1-65)*64)*(var(12)%100/1<70)+(256-(var(12)%100/1-70+1)*16)*(var(12)%100/1>=70), 256
ID             = 10410
[State 10410, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = var(12)%100/1 = [68,85]
anim           = 10416
pos            = 74-1+var(50), ceil(root,var(28)/240.0*47)+var(51)
postype        = left
facing         = 1
scale          = 0.25, 0.25
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%100/1-70+1)*16*(var(12)%100/1>=70), 256
ID             = 10410

;
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;
[State 10420, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = -74+floor((var(12)%10000/100-1)*1.20)-var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = right
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10401
[State 10420, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = -74+floor((var(12)%10000/100-1)*1.00)-var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.45)+var(51)
postype        = right
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10402
[State 10420, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = -74+floor((var(12)%10000/100-1)*0.80)-var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.45)+var(51)
postype        = right
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10403
[State 10420, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = -74+floor((var(12)%10000/100-1)*0.55)-var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = right
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10404
[State 10420, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = -74+floor((var(12)%10000/100-1)*0.30)-var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = right
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10405
[State 10420, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = -74-floor((var(12)%10000/100-1)*0.00)-var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = right
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10406
[State 10420, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = -74-floor((var(12)%10000/100-1)*0.20)-var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.45)+var(51)
postype        = right
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10407

[State 10420, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = 74-1-floor((var(12)%10000/100-1)*1.20)+var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = left
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10401
[State 10420, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = 74-1-floor((var(12)%10000/100-1)*1.00)+var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.45)+var(51)
postype        = left
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10402
[State 10420, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = 74-1-floor((var(12)%10000/100-1)*0.80)+var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.45)+var(51)
postype        = left
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10403
[State 10420, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = 74-1-floor((var(12)%10000/100-1)*0.55)+var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = left
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10404
[State 10420, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = 74-1-floor((var(12)%10000/100-1)*0.30)+var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = left
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10405
[State 10420, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = 74-1+floor((var(12)%10000/100-1)*0.00)+var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.30)+var(51)
postype        = left
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10406
[State 10420, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2
trigger1       = var(12)%10000/100 = [0,30]
anim           = 10400+(var(12)%10000/100-1)*2%15
pos            = 74-1+floor((var(12)%10000/100-1)*0.20)+var(50), ceil(root,var(28)/240.0*47)-floor((var(12)%10000/100-1)*0.45)+var(51)
postype        = left
facing         = 1
scale          = 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20), 0.25*((30-var(12)%10000/100+10)/30.0)**(var(12)%10000/100>20)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 256-(var(12)%10000/100-20)*24*(var(12)%10000/100>20), 256
ID             = 10407

[State 10421, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 7
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = -40-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10411
[State 10422, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 7
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = -40-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10411
[State 10421, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 6
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = -45-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10412
[State 10422, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 6
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = -45-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10412
[State 10421, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 5
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = -53-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10413
[State 10422, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 5
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = -53-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10413
[State 10421, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 4
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = -58-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10414
[State 10422, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 4
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = -58-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10414
[State 10421, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 3
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = -67-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10415
[State 10422, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 3
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = -67-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10415
[State 10421, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 2
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = -75-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10416
[State 10422, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 2
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = -75-var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = right
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10416
[State 10421, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 1
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = -80-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10417
[State 10422, Po]
type           = Explod
trigger1       = TeamSide = 1 && RoundState >= 2 && var(47) >= 1
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = -80-var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = right
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10417

[State 10421, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 7
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = 40-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10411
[State 10422, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 7
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = 40-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10411
[State 10421, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 6
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = 45-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10412
[State 10422, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 6
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = 45-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10412
[State 10421, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 5
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = 53-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10413
[State 10422, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 5
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = 53-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10413
[State 10421, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 4
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = 58-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10414
[State 10422, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 4
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = 58-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10414
[State 10421, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 3
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = 67-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10415
[State 10422, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 3
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = 67-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10415
[State 10421, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 2
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = 75-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10416
[State 10422, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 2
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = 75-1+var(50), ceil(root,var(28)/240.0*39)+var(51)
postype        = left
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10416
[State 10421, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 1
trigger1       = var(12)%10000/100 = [30,70]
anim           = 10417
pos            = 80-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = 1
scale          = 0.4*(70-var(12)%10000/100)/40.0, 0.4*(70-var(12)%10000/100)/40.0
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-30)*12*(var(12)%10000/100<=50)+256*(var(12)%10000/100>50), 256
ID             = 10417
[State 10422, Qo]
type           = Explod
trigger1       = TeamSide = 2 && RoundState >= 2 && var(47) >= 1
trigger1       = var(12)%10000/100 = [35,70]
anim           = 10400+(var(12)%10000/100-45)*2%15*(var(12)%10000/100>45)
pos            = 80-1+var(50), ceil(root,var(28)/240.0*34)+var(51)
postype        = left
facing         = -1
scale          = 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45), 0.5*((70-var(12)%10000/100)/25.0)**(var(12)%10000/100>45)
sprpriority    = -5
ownpal         = 1
bindtime       = 1
removetime     = 1
supermovetime  = 1
pausemovetime  = 1
removeongethit = 0
IgnoreHitPause = 1
trans          = AddAlpha
alpha          = 0+(var(12)%10000/100-35)*24*(var(12)%10000/100<=45)+256*(var(12)%10000/100>45), 256
ID             = 10417

;
[State 10400, DTEh]
type       = PlaySnd
triggerall = RoundState >= 2
trigger1   = var(10)%100/1 = 1
trigger2   = var(10)%10000/100 = 1
trigger3   = var(10)%1000000/10000 = 1
trigger4   = var(10)%100000000/1000000 = 1
trigger5   = var(11)%100/1 = 1
trigger6   = var(11)%10000/100 = 1
trigger7   = var(11)%1000000/10000 = 1
value      = 10000, 0
IgnoreHitPause = 1

[State 10400, DǗϐ]
type     = VarSet
trigger1 = var(13) != root,var(7)
var(13)  = root,var(7)
IgnoreHitPause = 1

;
;I̗̓Q[WHelper(),Var(15)]Helper(),Var(17)
;
[State 10000, @C^\[Xݒ]
type     = VarSet
trigger1 = root,Life > var(15)
var(15)  = root,Life

[State 10000, @C^\[X]
type       = VarSet
triggerall = root,MoveType = H && root,HitShakeOver = 0 && root,Time = 1
trigger1   = (root,Anim = [5900,5910]) && root,HitFall = 0 && root,stateno != 165
trigger2   = EnemyNear(root,var(22)),HitDefAttr = A, SA && root,HitFall = 1 && root,GetHitVar(xvel) = 0 && root,GetHitVar(animtype) != 5
trigger3   = EnemyNear(root,var(22)),HitDefAttr = SCA, HA, HT
var(15)    = var(17)

[State 10000, @C^\[X]
type     = VarAdd
trigger1 = root,Life < var(17)
var(15)  = ceil(floor((root,Life-var(17))/root,fvar(10))/2*root,fvar(10))

[State 10000, UxL^Xe[gRϐ]
type     = ParentVarSet
trigger1 = root,MoveType = H && root,HitShakeOver = 0 && (root,Time = [1,2]) && root,stateno != [120,155]
var(4)   = 15+((root,GetHitVar(HitTime)>=12)+(root,GetHitVar(HitTime)>=17)+(root,GetHitVar(HitTime)>=20))*5+(root,GetHitVar(HitTime)>=14)*12

[State 10000, qbg␳l^Xe[gRϐ]
type     = ParentVarSet
trigger1 = root,MoveType = H && root,HitShakeOver = 0 && (root,Time = [1,2]) && root,stateno != [120,155]
fvar(4)  = 1.0-ifelse(root,GetHitVar(hitcount)>=8,0.9,(root,GetHitVar(hitcount)-1)*0.1)-((root,GetHitVar(hitcount)>=2)+(root,GetHitVar(hitcount)>=3))*0.1

[State 10000, 񕜐]
type     = Null
trigger1 = root,MoveType = H && root,HitShakeOver = 0 && root,Time = 1 && root,stateno != [120,155] ;qbg
trigger1 = var(16) := var(16)+floor(root,var(4)*root,fvar(4)/(1+(P2StateType=A)*2)/(1+(root,HitFall=1&&root,GetHitVar(xvel)=0&&root,GetHitVar(animtype)!=5)*3))**(1-(root,Anim=[5900,5902])*1)*(5-(root,var(0)+(root,var(0)=0)*1))/4
trigger1 = var(16) > 361 ;qbg
trigger1 = var(16) := 361
trigger2 = (root,StateNo = [5000,5011]) && root,StateType != A && root,Time = root,GetHitVar(SlideTime) ;nH炢A
trigger2 = var(16) := var(16)+root,var(4)*(5-(root,var(0)+(root,var(0)=0)*1))/4
trigger3 = (root,stateno = 5110 || root,stateno = 5210) && root,Time = 1 ;S_Eor󂯐g
trigger3 = var(16) := var(16)+root,var(4)*(5-(root,var(0)+(root,var(0)=0)*1))/4
trigger4 = root,stateno = 52 && root,Time = 1 ;n
trigger4 = var(16) := var(16)+60*(var(16)<116)+(60-(var(16)-116))*(var(16)=[116,175])

[State 10000, t[JEg]
type     = VarAdd
trigger1 = var(16) > 0 && root,StateType != A && root,HitFall = 0 && root,HitOver
trigger1 = (root,movecontact != [1,root,var(18)]) && root,movereversed != 1
trigger1 = !(stateno = 3000 && Time = [4,4+30-1])
trigger1 = !(stateno = 3100 && Time = [6,6+30-1])
trigger1 = !(stateno = 3200 && Time = [8,8+30-1])
trigger1 = !(stateno = 3900 && Time = [8,8+30-1])
var(16)  = -1

[State 10000, ̗̓Q[WL]
type     = VarSet
trigger1 = root,Life != var(17)
var(17)  = root,Life

;
;I[Q[WHelper(),Var(18)
;
[State 10000, Q[WL^Jn]
type       = VarSet
triggerall = NumPartner = 0 && var(18) != root,Power
triggerall = root,MoveType = A
trigger1   = root,stateno = 3000 && root,Time = [28,28+30-1]
trigger2   = root,stateno = 3100 && root,Time = [6,6+30-1]
trigger3   = root,stateno = 3200 && root,Time = [8,8+30-1]
trigger4   = root,stateno = 3300 && root,Time = [8,8+30-1]
trigger5   = root,stateno = 3500 && root,Time = [4,4+30-1]
var(18)    = root,Power

[State 10000, Q[WŒ]
type     = PowerSet
trigger1 = NumPartner = 0 && var(18) < root,Power
trigger1 = root,var(6) != 0 && root,HitShakeOver = 0
value    = var(18)

[State 10000, Q[WL^XV]
type     = VarSet
trigger1 = NumPartner = 0 && var(18) != root,Power
trigger1 = root,var(6) != 0 && root,HitShakeOver != 0
var(18)  = root,Power

[State 10000, Q[WL^I]
type     = VarSet
trigger1 = NumPartner = 0 && var(18) != 0
trigger1 = root,var(6) = 0
var(18)  = 0

;
;u[XgQ[W̌Helper(),Var(19)^Helper(),Var(56)
;
[State 10070, ϐZ]
type     = VarAdd
trigger1 = root,var(8) >= ceil(1.0*root,fvar(12))
trigger2 = root,var(8)%ceil(root,fvar(12)) && root,var(9) > 0
var(19)  = 4-(var(59)%100/10=2)*(var(19)=8)*4
IgnoreHitPause = 1

[State 10070, ϐZbg]
type     = VarSet
trigger1 = root,var(8) < ceil(1.0*root,fvar(12))
trigger1 = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0 || RoundState != 2
trigger2 = var(19) >= 160 || var(59)%100/10 = 2 && Time%80 = 0
var(19)  = 0
IgnoreHitPause = 1

;
;bu[XgQ[W̌bGtFNg
;
[State 10070, 00]
type           = Explod
trigger1       = !NumExplod(10070)
trigger1       = var(56) = 1
anim           = 10070
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10070


[State 10070, 01]
type           = Explod
trigger1       = !NumExplod(10071)
trigger1       = var(56) = 1
anim           = 10071
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10071

[State 10070, 02]
type           = Explod
trigger1       = !NumExplod(10072)
trigger1       = var(56) = 1
anim           = 10072
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10072

[State 10070, 03]
type           = Explod
trigger1       = !NumExplod(10073)
trigger1       = var(56) = 1
anim           = 10073
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10073

[State 10070, 04]
type           = Explod
trigger1       = !NumExplod(10074)
trigger1       = var(56) = 1
anim           = 10074
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10074

[State 10070, 05]
type           = Explod
trigger1       = !NumExplod(10075)
trigger1       = var(56) = 1
anim           = 10075
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10075

[State 10070, 06]
type           = Explod
trigger1       = !NumExplod(10076)
trigger1       = var(56) = 1
anim           = 10076
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10076

[State 10070, 07]
type           = Explod
trigger1       = !NumExplod(10077)
trigger1       = var(56) = 1
anim           = 10077
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10077

[State 10070, 08]
type           = Explod
trigger1       = !NumExplod(10078)
trigger1       = var(56) = 1
anim           = 10078
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10078

[State 10070, 09]
type           = Explod
trigger1       = !NumExplod(10079)
trigger1       = var(56) = 1
anim           = 10079
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10079

[State 10070, 10]
type           = Explod
trigger1       = !NumExplod(10080)
trigger1       = var(56) = 1
anim           = 10080
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10080

[State 10070, 11]
type           = Explod
trigger1       = !NumExplod(10081)
trigger1       = var(56) = 1
anim           = 10081
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10081

[State 10070, 12]
type           = Explod
trigger1       = !NumExplod(10082)
trigger1       = var(56) = 1
anim           = 10082
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10082

[State 10070, 13]
type           = Explod
trigger1       = !NumExplod(10083)
trigger1       = var(56) = 1
anim           = 10083
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10083

[State 10070, 14]
type           = Explod
trigger1       = !NumExplod(10084)
trigger1       = var(56) = 1
anim           = 10084
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10084

[State 10070, 15]
type           = Explod
trigger1       = !NumExplod(10085)
trigger1       = var(56) = 1
anim           = 10085
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10085

[State 10070, 16]
type           = Explod
trigger1       = !NumExplod(10086)
trigger1       = var(56) = 1
anim           = 10086
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10086

[State 10070, 17]
type           = Explod
trigger1       = !NumExplod(10087)
trigger1       = var(56) = 1
anim           = 10087
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10087

[State 10070, 18]
type           = Explod
trigger1       = !NumExplod(10088)
trigger1       = var(56) = 1
anim           = 10088
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10088

[State 10070, 19]
type           = Explod
trigger1       = !NumExplod(10089)
trigger1       = var(56) = 1
anim           = 10089
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10089

[State 10070, 20]
type           = Explod
trigger1       = !NumExplod(10090)
trigger1       = var(56) = 1
anim           = 10090
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10090

[State 10070, 21]
type           = Explod
trigger1       = !NumExplod(10091)
trigger1       = var(56) = 1
anim           = 10091
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10091

[State 10070, 22]
type           = Explod
trigger1       = !NumExplod(10092)
trigger1       = var(56) = 1
anim           = 10092
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10092

[State 10070, 23]
type           = Explod
trigger1       = !NumExplod(10093)
trigger1       = var(56) = 1
anim           = 10093
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10093

[State 10070, 24]
type           = Explod
trigger1       = !NumExplod(10094)
trigger1       = var(56) = 1
anim           = 10094
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10094

[State 10070, 25]
type           = Explod
trigger1       = !NumExplod(10095)
trigger1       = var(56) = 1
anim           = 10095
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10095

[State 10070, 26]
type           = Explod
trigger1       = !NumExplod(10096)
trigger1       = var(56) = 1
anim           = 10096
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10096

[State 10070, 27]
type           = Explod
trigger1       = !NumExplod(10097)
trigger1       = var(56) = 1
anim           = 10097
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10097

[State 10070, 28]
type           = Explod
trigger1       = !NumExplod(10098)
trigger1       = var(56) = 1
anim           = 10098
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10098

[State 10070, 29]
type           = Explod
trigger1       = !NumExplod(10099)
trigger1       = var(56) = 1
anim           = 10099
pos            = 9+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10099

;
;bu[XgQ[W̌bGtFNgݒ
;
;Po
[State 10070, GtFNgݒ00]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10070)
ID       = 10070
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19),0,var(19)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ01]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10071)
ID       = 10071
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-1,0,ifelse(var(19)>=2,var(19)-1,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ02]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10072)
ID       = 10072
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-2,0,ifelse(var(19)>=3,var(19)-2,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ03]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10073)
ID       = 10073
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-3,0,ifelse(var(19)>=4,var(19)-3,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ04]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10074)
ID       = 10074
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-4,0,ifelse(var(19)>=5,var(19)-4,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ05]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10075)
ID       = 10075
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-5,0,ifelse(var(19)>=6,var(19)-5,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ06]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10076)
ID       = 10076
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-6,0,ifelse(var(19)>=7,var(19)-6,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ07]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10077)
ID       = 10077
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-7,0,ifelse(var(19)>=8,var(19)-7,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ08]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10078)
ID       = 10078
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-8,0,ifelse(var(19)>=9,var(19)-8,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ09]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10079)
ID       = 10079
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-9,0,ifelse(var(19)>=10,var(19)-9,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ10]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10080)
ID       = 10080
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-10,0,ifelse(var(19)>=11,var(19)-10,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ11]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10081)
ID       = 10081
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-11,0,ifelse(var(19)>=12,var(19)-11,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ12]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10082)
ID       = 10082
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-12,0,ifelse(var(19)>=13,var(19)-12,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ13]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10083)
ID       = 10083
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-13,0,ifelse(var(19)>=14,var(19)-13,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ14]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10084)
ID       = 10084
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-14,0,ifelse(var(19)>=15,var(19)-14,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ15]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10085)
ID       = 10085
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-15,0,ifelse(var(19)>=16,var(19)-15,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ16]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10086)
ID       = 10086
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-16,0,ifelse(var(19)>=17,var(19)-16,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ17]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10087)
ID       = 10087
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-17,0,ifelse(var(19)>=18,var(19)-17,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ18]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10088)
ID       = 10088
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-18,0,ifelse(var(19)>=19,var(19)-18,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ19]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10089)
ID       = 10089
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-19,0,ifelse(var(19)>=20,var(19)-19,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ20]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10090)
ID       = 10090
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-20,0,ifelse(var(19)>=21,var(19)-20,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ21]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10091)
ID       = 10091
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-21,0,ifelse(var(19)>=22,var(19)-21,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ22]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10092)
ID       = 10092
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-22,0,ifelse(var(19)>=23,var(19)-22,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ23]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10093)
ID       = 10093
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-23,0,ifelse(var(19)>=24,var(19)-23,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ24]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10094)
ID       = 10094
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-24,0,ifelse(var(19)>=25,var(19)-24,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ25]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10095)
ID       = 10095
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-25,0,ifelse(var(19)>=26,var(19)-25,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ26]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10096)
ID       = 10096
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-26,0,ifelse(var(19)>=27,var(19)-26,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ27]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10097)
ID       = 10097
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-27,0,ifelse(var(19)>=28,var(19)-27,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ28]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10098)
ID       = 10098
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-28,0,ifelse(var(19)>=29,var(19)-28,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ29]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10099)
ID       = 10099
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-29,0,ifelse(var(19)>=30,var(19)-29,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

;Qo
[State 10070, GtFNgݒ00]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10070)
ID       = 10070
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19),0,var(19)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ01]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10071)
ID       = 10071
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-1,0,ifelse(var(19)>=2,var(19)-1,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ02]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10072)
ID       = 10072
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-2,0,ifelse(var(19)>=3,var(19)-2,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ03]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10073)
ID       = 10073
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-3,0,ifelse(var(19)>=4,var(19)-3,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ04]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10074)
ID       = 10074
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-4,0,ifelse(var(19)>=5,var(19)-4,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ05]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10075)
ID       = 10075
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-5,0,ifelse(var(19)>=6,var(19)-5,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ06]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10076)
ID       = 10076
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-6,0,ifelse(var(19)>=7,var(19)-6,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ07]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10077)
ID       = 10077
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-7,0,ifelse(var(19)>=8,var(19)-7,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ08]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10078)
ID       = 10078
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-8,0,ifelse(var(19)>=9,var(19)-8,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ09]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10079)
ID       = 10079
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-9,0,ifelse(var(19)>=10,var(19)-9,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ10]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10080)
ID       = 10080
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-10,0,ifelse(var(19)>=11,var(19)-10,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ11]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10081)
ID       = 10081
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-11,0,ifelse(var(19)>=12,var(19)-11,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ12]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10082)
ID       = 10082
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-12,0,ifelse(var(19)>=13,var(19)-12,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ13]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10083)
ID       = 10083
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-13,0,ifelse(var(19)>=14,var(19)-13,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ14]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10084)
ID       = 10084
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-14,0,ifelse(var(19)>=15,var(19)-14,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ15]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10085)
ID       = 10085
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-15,0,ifelse(var(19)>=16,var(19)-15,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ16]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10086)
ID       = 10086
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-16,0,ifelse(var(19)>=17,var(19)-16,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ17]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10087)
ID       = 10087
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-17,0,ifelse(var(19)>=18,var(19)-17,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ18]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10088)
ID       = 10088
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-18,0,ifelse(var(19)>=19,var(19)-18,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ19]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10089)
ID       = 10089
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-19,0,ifelse(var(19)>=20,var(19)-19,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ20]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10090)
ID       = 10090
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-20,0,ifelse(var(19)>=21,var(19)-20,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ21]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10091)
ID       = 10091
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-21,0,ifelse(var(19)>=22,var(19)-21,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ22]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10092)
ID       = 10092
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-22,0,ifelse(var(19)>=23,var(19)-22,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ23]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10093)
ID       = 10093
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-23,0,ifelse(var(19)>=24,var(19)-23,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ24]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10094)
ID       = 10094
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-24,0,ifelse(var(19)>=25,var(19)-24,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ25]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10095)
ID       = 10095
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-25,0,ifelse(var(19)>=26,var(19)-25,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ26]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10096)
ID       = 10096
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-26,0,ifelse(var(19)>=27,var(19)-26,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ27]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10097)
ID       = 10097
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-27,0,ifelse(var(19)>=28,var(19)-27,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ28]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10098)
ID       = 10098
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-28,0,ifelse(var(19)>=29,var(19)-28,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ29]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10099)
ID       = 10099
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(19)-29,0,ifelse(var(19)>=30,var(19)-29,0)), ceil(root,var(28)/240.0*224)+var(53)
IgnoreHitPause = 1

;
;bu[XgQ[W̌bGtFNg
;
[State 10070, GtFNg00]
type       = RemoveExplod
triggerall = NumExplod(10070)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10070
IgnoreHitPause = 1

[State 10070, GtFNg01]
type       = RemoveExplod
triggerall = NumExplod(10071)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-1
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10071
IgnoreHitPause = 1

[State 10070, GtFNg02]
type       = RemoveExplod
triggerall = NumExplod(10072)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-2
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10072
IgnoreHitPause = 1

[State 10070, GtFNg03]
type       = RemoveExplod
triggerall = NumExplod(10073)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-3
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10073
IgnoreHitPause = 1

[State 10070, GtFNg04]
type       = RemoveExplod
triggerall = NumExplod(10074)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-4
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10074
IgnoreHitPause = 1

[State 10070, GtFNg05]
type       = RemoveExplod
triggerall = NumExplod(10075)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-5
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10075
IgnoreHitPause = 1

[State 10070, GtFNg06]
type       = RemoveExplod
triggerall = NumExplod(10076)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-6
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10076
IgnoreHitPause = 1

[State 10070, GtFNg07]
type       = RemoveExplod
triggerall = NumExplod(10077)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-7
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10077
IgnoreHitPause = 1

[State 10070, GtFNg08]
type       = RemoveExplod
triggerall = NumExplod(10078)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-8
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10078
IgnoreHitPause = 1

[State 10070, GtFNg09]
type       = RemoveExplod
triggerall = NumExplod(10079)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-9
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10079
IgnoreHitPause = 1

[State 10070, GtFNg10]
type       = RemoveExplod
triggerall = NumExplod(10080)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-10
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10080
IgnoreHitPause = 1

[State 10070, GtFNg11]
type       = RemoveExplod
triggerall = NumExplod(10081)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-11
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10081
IgnoreHitPause = 1

[State 10070, GtFNg12]
type       = RemoveExplod
triggerall = NumExplod(10082)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-12
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10082
IgnoreHitPause = 1

[State 10070, GtFNg13]
type       = RemoveExplod
triggerall = NumExplod(10083)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-13
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10083
IgnoreHitPause = 1

[State 10070, GtFNg14]
type       = RemoveExplod
triggerall = NumExplod(10084)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-14
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10084
IgnoreHitPause = 1

[State 10070, GtFNg15]
type       = RemoveExplod
triggerall = NumExplod(10085)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-15
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10085
IgnoreHitPause = 1

[State 10070, GtFNg16]
type       = RemoveExplod
triggerall = NumExplod(10086)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-16
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10086
IgnoreHitPause = 1

[State 10070, GtFNg17]
type       = RemoveExplod
triggerall = NumExplod(10087)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-17
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10087
IgnoreHitPause = 1

[State 10070, GtFNg18]
type       = RemoveExplod
triggerall = NumExplod(10088)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-18
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10088
IgnoreHitPause = 1

[State 10070, GtFNg19]
type       = RemoveExplod
triggerall = NumExplod(10089)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-19
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10089
IgnoreHitPause = 1

[State 10070, GtFNg20]
type       = RemoveExplod
triggerall = NumExplod(10090)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-20
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10090
IgnoreHitPause = 1

[State 10070, GtFNg21]
type       = RemoveExplod
triggerall = NumExplod(10091)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-21
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10091
IgnoreHitPause = 1

[State 10070, GtFNg22]
type       = RemoveExplod
triggerall = NumExplod(10092)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-22
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10092
IgnoreHitPause = 1

[State 10070, GtFNg23]
type       = RemoveExplod
triggerall = NumExplod(10093)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-23
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10093
IgnoreHitPause = 1

[State 10070, GtFNg24]
type       = RemoveExplod
triggerall = NumExplod(10094)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-24
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10094
IgnoreHitPause = 1

[State 10070, GtFNg25]
type       = RemoveExplod
triggerall = NumExplod(10095)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-25
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10095
IgnoreHitPause = 1

[State 10070, GtFNg26]
type       = RemoveExplod
triggerall = NumExplod(10096)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-26
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10096
IgnoreHitPause = 1

[State 10070, GtFNg27]
type       = RemoveExplod
triggerall = NumExplod(10097)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-27
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10097
IgnoreHitPause = 1

[State 10070, GtFNg28]
type       = RemoveExplod
triggerall = NumExplod(10098)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-28
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10098
IgnoreHitPause = 1

[State 10070, GtFNg29]
type       = RemoveExplod
triggerall = NumExplod(10099)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(19)-29
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10099
IgnoreHitPause = 1

;
;JbgCHelper(),Var(20)^Helper(),Var(21)
;
[State 9530, ʕϐ]
type       = Null
triggerall = var(20) = 0 && root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "KENSHIRO" || P2Name = "KENSHIRO-SAIKEI"
trigger1   = var(20) := 1 ;PVE
trigger2   = var(44) = 1 && (P2Name = "Ken" || P2Name = "cvsken" || P2Name = "Ken Masters")
trigger2   = var(20) := 1
trigger3   = P2Name = "RAOH" || P2Name = "RAOH ATL"
trigger3   = var(20) := 2 ;IE
trigger4   = var(44) = 1 && (P2Name = "ZEUS" || P2Name = "Toyotomi Hideyoshi")
trigger4   = var(20) := 2
trigger5   = P2Name = "TOKI" || P2Name = "TOKI-(NERICYA)"
trigger5   = var(20) := 3 ;gL
trigger6   = var(44) = 1 && (P2Name = "Victer Ortega" || P2Name = "Ortega")
trigger6   = var(20) := 3
trigger7   = P2Name = "JAGI"
trigger7   = var(20) := 4 ;WM
trigger8   = var(44) = 1 && 0
trigger8   = var(20) := 4
trigger9   = P2Name = "SHIN"
trigger9   = var(20) := 5 ;V
trigger10  = (P2Name = "King" || P2Name = "cvsking")
trigger10  = var(20) := 5
trigger11  = P2Name = "REI"
trigger11  = var(20) := 6 ;C
trigger12  = var(44) = 1 && 0
trigger12  = var(20) := 6
trigger13  = P2Name = "JUDA" || P2Name = "JUDA-(NERICYA)"
trigger13  = var(20) := 7 ;_
trigger14  = var(44) = 1 && 0
trigger14  = var(20) := 7
trigger15  = P2Name = "THOUTHER"
trigger15  = var(20) := 8 ;TEU[
trigger16  = var(44) = 1 && (P2Name = "Hauzer")
trigger16  = var(20) := 8
trigger17  = P2Name = "Mr.HEART" || P2Name = "Heart&Heart"
trigger17  = var(20) := 9 ;n[gl
trigger18  = var(44) = 1 && (P2Name = "Heart Aino" || P2Name = "Heart_Aino")
trigger18  = var(20) := 9
trigger19  = P2Name = "MAMIYA"
trigger19  = var(20) := 10 ;}~
trigger20  = var(44) = 1 && 0
trigger20  = var(20) := 10
trigger21  = P2Name = "AMIBA"
trigger21  = var(20) := 11 ;A~o
trigger22  = var(44) = 1 && 0
trigger22  = var(20) := 11
trigger23  = P2Name = "SHYU" || P2Name = "SHUH"
trigger23  = var(20) := 12 ;VE
trigger24  = var(44) = 1 && 0
trigger24  = var(20) := 12
trigger25  = P2Name = "Shiki_Tohno" || P2Name = "Shiki Tohno"
trigger25  = var(20) := 13 ;uM
trigger26  = var(44) = 1 && 0
trigger26  = var(20) := 13
trigger27  = P2Name = "Arcueid Brunestud" || P2Name = "Arcueid_Brunestud"
trigger27  = var(20) := 14;ANFCh
trigger28  = var(44) = 1 && 0
trigger28  = var(20) := 14
trigger29  = P2Name = "Red Arcueid"
trigger29  = var(20) := 15;\ANFCh
trigger30  = var(44) = 1 && 0
trigger30  = var(20) := 15
trigger31  = P2Name = "CIEL" || P2Name = "CHIEL"
trigger31  = var(20) := 16;VG
trigger32  = var(44) = 1 && 0
trigger32  = var(20) := 16
trigger33  = P2Name = "Powerd Ciel"
trigger33  = var(20) := 17;SVG
trigger34  = var(44) = 1 && 0
trigger34  = var(20) := 17
trigger35  = P2Name = "Tohno Akiha" ||  P2Name = "Tohno_Akiha" || P2Name = "Akiha Tohno" || P2Name = "Akiha_Tohno" || P2Name = "Akiha"
trigger35  = var(20) := 18 ;Ht
trigger36  = var(44) = 1 && 0
trigger36  = var(20) := 18
trigger37  = P2Name = "Seifuku_Akiha" || P2Name = "Seifuku Akiha"
trigger37  = var(20) := 19 ;Ht
trigger38  = var(44) = 1 && 0
trigger38  = var(20) := 19
trigger39  = P2Name = "Akiha_Vermilion"
trigger39  = var(20) := 20 ;gԎHt
trigger40  = var(44) = 1 && 0
trigger40  = var(20) := 20
trigger41  = P2Name = "Hisui"
trigger41  = var(20) := 21 ;Ő
trigger42  = var(44) = 1 && 0
trigger42  = var(20) := 21
trigger43  = P2Name = "Kohaku" || P2Name = "amber"
trigger43  = var(20) := 22 ;߂񁗂c̔NAႷH
trigger44  = var(44) = 1 && 0
trigger44  = var(20) := 22
trigger45  = P2Name = "Satsuki Yumiduka" || P2Name = "Satsuki_Yumiduka" || P2Name = "Yumiduka_Satsuki" || P2Name = "Yumiduka Satsuki"
trigger45  = var(20) := 23 ;Ђǂ打N
trigger46  = var(44) = 1 && 0
trigger46  = var(20) := 23
trigger47  = P2Name = "Nrvnqsr_Chaos" || P2Name = "Nrvnqsr Chaos"
trigger47  = var(20) := 24 ;l
trigger48  = var(44) = 1 && 0
trigger48  = var(20) := 24
trigger49  = P2Name = "Michael_Roa_Valdamjong"
trigger49  = var(20) := 25 ;lG
trigger50  = var(44) = 1 && 0
trigger50  = var(20) := 25
trigger51  = P2Name = "Aoko Aozaki" || P2Name = "Aoko_Aozaki" || P2Name = "Aozaki Aoko" || P2Name = "Aozaki_Aoko"
trigger51  = var(20) := 26 ;q
trigger52  = var(44) = 1 && 0
trigger52  = var(20) := 26
trigger53  = P2Name = "Neco-Arc" || P2Name = "Neco Arc"
trigger53  = var(20) := 27 ;lRAN
trigger54  = var(44) = 1 && 0
trigger54  = var(20) := 27
trigger55  = P2Name = "Len"
trigger55  = var(20) := 28 ;
trigger56  = var(44) = 1 && 0
trigger56  = var(20) := 28
trigger57  = P2Name = "Nanaya_Shiki" || P2Name = "Nanaya Shiki" || P2Name = "Shiki_Nanaya"  || P2Name = "Shiki_Nanaya"
trigger57  = var(20) := 29 ;
trigger58  = var(44) = 1 && 0
trigger58  = var(20) := 29
trigger59  = P2Name = "Kishima_Kouma" || P2Name = "Kishima Kouma" || P2Name = "Kouma_Kishima" || P2Name = "Kouma Kishima"
trigger59  = var(20) := 30 ;a
trigger60  = var(44) = 1 && 0
trigger60  = var(20) := 30
trigger61  = P2Name = "Akaitsuki" || P2Name = "ARCHETYPE:EARTH" || P2Name = "ArcheType-EARTH"  || P2Name = "Archetype Earth_R"
trigger61  = var(20) := 31 ;邢
trigger62  = var(44) = 1 && 0
trigger62  = var(20) := 31
trigger63  = P2Name = "Sion_Eltnam_Atlasia" || P2Name = "Sion Eltnam Atlasia"
trigger63  = var(20) := 32 ;VI
trigger64  = var(44) = 1 && 0
trigger64  = var(20) := 32
trigger65  = P2Name = "Sion TATARI" || P2Name = "Sion_TATARI"  || P2Name = "Sion Eltnam Atlasia [Vampire]"
trigger65  = var(20) := 33 ;VVI
trigger66  = var(44) = 1 && 0
trigger66  = var(20) := 33
trigger67  = P2Name = "Warachia" || P2Name = "Wara_ex"  || P2Name = "Warachianoyoru" || P2Name = "Zepia Eltnam Oberoun"
trigger67  = var(20) := 34 ;YFsA
trigger68  = var(44) = 1 && 0
trigger68  = var(20) := 34
trigger69  = P2Name = "m-hisui" || P2Name = "mechhisui"  || P2Name = "Mech-HISUI" || P2Name = "Mech_Hisui"
trigger69  = var(20) := 35 ;JqXC
trigger70  = var(44) = 1 && 0
trigger70  = var(20) := 35
trigger71  = P2Name = "Giant_Akiha" || P2Name = "Giant Akiha Nightmare"  || P2Name = "G Akiha"
trigger71  = var(20) := 36 ;GHt
trigger72  = var(44) = 1 && 0
trigger72  = var(20) := 36
trigger73  = P2Name = "miyako" || P2Name = "Miyako_Arima"  || P2Name = "Miyako Arima" || P2Name = "Arima_Miyako" || P2Name = "Arima Miyako" 
trigger73  = var(20) := 37 ;s
trigger74  = var(44) = 1 && 0
trigger74  = var(20) := 37
trigger75  = P2Name = "White_Len" || P2Name = "White Len"  || P2Name = "White_Len(CPU)"
trigger75  = var(20) := 38 ;
trigger76  = var(44) = 1 && 0
trigger76  = var(20) := 38
trigger77  = P2Name = "Neco-Arc Chaos" || P2Name = "Neco Arc Chaos"
trigger77  = var(20) := 39 ;lRANJIX
trigger78  = var(44) = 1 && 0
trigger78  = var(20) := 39
trigger79  = P2Name = "Riesbyfe" || P2Name = "Riesbyfe_Stridberg" || P2Name = "Riesbyfe Stridberg"
trigger79  = var(20) := 40 ;[Y
trigger80  = var(44) = 1 && 0
trigger80  = var(20) := 40
trigger81  = P2Name = "Shiki_Ryougi" || P2Name = "Shiki Ryougi" || P2Name = "Ryougi_Shiki" || P2Name = "Ryougi Shiki"
trigger81  = var(20) := 41 ;
trigger82  = var(44) = 1 && 0
trigger82  = var(20) := 41
trigger83  = P2Name = "Dust of Osiris"
trigger83  = var(20) := 42 ;IVX̍
trigger83  = var(44) = 1 && 0
trigger83  = var(20) := 42
IgnoreHitPause = 1

[State 9530, {CX`PVE]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "KENSHIRO" || P2Name = "KENSHIRO-SAIKEI"
trigger2   = var(44) = 1 && (P2Name = "Ken" || P2Name = "cvsken" || P2Name = "Ken Masters")
value=s9530,0
lowpriority = 1
Persistent  = 0

[State 9530, {CX`IE]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "RAOH" || P2Name = "RAOH ATL"
trigger2   = var(44) = 1 && (P2Name = "ZEUS" || P2Name = "Toyotomi Hideyoshi")
value=s9530,1
lowpriority = 1
Persistent  = 0

[State 9530, {CX`gL]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "TOKI" || P2Name = "TOKI-(NERICYA)"
trigger2   = var(44) = 1 && (P2Name = "Victer Ortega" || P2Name = "Ortega")
value=s9530,2
lowpriority = 1
Persistent  = 0

[State 9530, {CX`WM]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "JAGI"
value=s9530,3
lowpriority = 1
Persistent  = 0

[State 9530, {CX`V]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "SHIN"
trigger2  = (P2Name = "King" || P2Name = "cvsking")
value=s9530,4
lowpriority = 1
Persistent  = 0

[State 9530, {CX`C]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "REI"
value=s9530,5
lowpriority = 1
Persistent  = 0

[State 9530, {CX`_]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "JUDA" || P2Name = "JUDA-(NERICYA)"
value=s9530,6
lowpriority = 1
Persistent  = 0

[State 9530, {CX`TEU[]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "THOUTHER"
trigger2  = var(44) = 1 && (P2Name = "Hauzer")
value=s9530,7
lowpriority = 1
Persistent  = 0

[State 9530, {CX`n[gl]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Mr.HEART" || P2Name = "Heart&Heart"
trigger2 = var(44) = 1 && (P2Name = "Heart Aino" || P2Name = "Heart_Aino")
value=s9530,8
lowpriority = 1
Persistent  = 0

[State 9530, {CX`}~]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "MAMIYA"
value=s9530,9
lowpriority = 1
Persistent  = 0

[State 9530, {CX`A~o]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "AMIBA"
value=s9530,10
lowpriority = 1
Persistent  = 0

[State 9530, {CX`VE]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "SHYU" || P2Name = "SHUH"
value=s9530,11
lowpriority = 1
Persistent  = 0

[State 9530, {CX`uM]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Shiki_Tohno" || P2Name = "Shiki Tohno"
value=s9530,12
lowpriority = 1
Persistent  = 0

[State 9530, {CX`ANFCh]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Arcueid Brunestud" || P2Name = "Arcueid_Brunestud"
value=s9530,13
lowpriority = 1
Persistent  = 0

[State 9530, {CX`\ANFCh]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Red Arcueid"
value=s9530,14
lowpriority = 1
Persistent  = 0

[State 9530, {CX`VG]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Cie" || P2Name = "CHIEL"
value=s9530,15
lowpriority = 1
Persistent  = 0

[State 9530, {CX`SVG]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Powerd Ciel"
value=s9530,16
lowpriority = 1
Persistent  = 0

[State 9530, {CX`Ht]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Tohno Akiha" ||  P2Name = "Tohno_Akiha" || P2Name = "Akiha Tohno" || P2Name = "Akiha_Tohno" || P2Name = "Akiha"
value=s9530,17
lowpriority = 1
Persistent  = 0

[State 9530, {CX`Ht]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Seifuku_Akiha"
value=s9530,18
lowpriority = 1
Persistent  = 0

[State 9530, {CX`gԎHt]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Akiha_Vermilion"
value=s9530,19
lowpriority = 1
Persistent  = 0

[State 9530, {CX`Ő]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Hisui"
value=s9530,20
lowpriority = 1
Persistent  = 0

[State 9530, {CX`߂]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Kohaku" || P2Name = "amber"
value=s9530,21
lowpriority = 1
Persistent  = 0

[State 9530, {CX`]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Satsuki Yumiduka" || P2Name = "Satsuki_Yumiduka" || P2Name = "Yumiduka_Satsuki" || P2Name = "Yumiduka Satsuki"
value=s9530,22
lowpriority = 1
Persistent  = 0

[State 9530, {CX`l]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Nrvnqsr_Chaos" || P2Name = "Nrvnqsr Chaos"
value=s9530,23
lowpriority = 1
Persistent  = 0

[State 9530, {CX`lG]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Michael_Roa_Valdamjong"
value=s9530,24
lowpriority = 1
Persistent  = 0

[State 9530, {CX`q]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Aoko Aozaki" || P2Name = "Aoko_Aozaki" || P2Name = "Aozaki Aoko" || P2Name = "Aozaki_Aoko"
value=s9530,25
lowpriority = 1
Persistent  = 0

[State 9530, {CX`lRAN]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Neco-Arc"
value=s9530,26
lowpriority = 1
Persistent  = 0

[State 9530, {CX`]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Len"
value=s9530,27
lowpriority = 1
Persistent  = 0

[State 9530, {CX`]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Nanaya_Shiki" || P2Name = "Nanaya Shiki" || P2Name = "Shiki_Nanaya"  || P2Name = "Shiki_Nanaya"
value=s9530,28
lowpriority = 1
Persistent  = 0

[State 9530, {CX`a]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Kishima_Kouma" || P2Name = "Kishima Kouma" || P2Name = "Kouma_Kishima" || P2Name = "Kouma Kishima"
value=s9530,29
lowpriority = 1
Persistent  = 0

[State 9530, {CX`邢]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Akaitsuki" || P2Name = "ARCHETYPE:EARTH" || P2Name = "ArcheType-EARTH"  || P2Name = "Archetype Earth_R"
value=s9530,30
lowpriority = 1
Persistent  = 0

[State 9530, {CX`VI]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Sion_Eltnam_Atlasia" || P2Name = "Sion Eltnam Atlasia"
value=s9530,31
lowpriority = 1
Persistent  = 0

[State 9530, {CX`VVI]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Sion TATARI" || P2Name = "Sion_TATARI"  || P2Name = "Sion Eltnam Atlasia [Vampire]"
value=s9530,32
lowpriority = 1
Persistent  = 0

[State 9530, {CX`YFsA]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Warachia" || P2Name = "Wara_ex"  || P2Name = "Warachianoyoru" || P2Name = "Zepia Eltnam Oberoun"
value=s9530,33
lowpriority = 1
Persistent  = 0

[State 9530, {CX`JqXC]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "m-hisui" || P2Name = "mechhisui" || P2Name = "Mech-HISUI" || P2Name = "Mech_Hisui"
value=s9530,34
lowpriority = 1
Persistent  = 0

[State 9530, {CX`GHt]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Giant_Akiha" || P2Name = "Giant Akiha Nightmare"  || P2Name = "G Akiha"
value=s9530,35
lowpriority = 1
Persistent  = 0

[State 9530, {CX`s]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "miyako" || P2Name = "Miyako_Arima"  || P2Name = "Miyako Arima" || P2Name = "Arima_Miyako" || P2Name = "Arima Miyako" 
value=s9530,36
lowpriority = 1
Persistent  = 0

[State 9530, {CX`]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "White_Len" || P2Name = "White Len"  || P2Name = "White_Len(CPU)"
value=s9530,37
lowpriority = 1
Persistent  = 0

[State 9530, {CX`lRANJIX]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Neco-Arc Chaos" || P2Name = "Neco Arc Chaos"
value=s9530,38
lowpriority = 1
Persistent  = 0
 
[State 9530, {CX`[Y]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Riesbyfe" || P2Name = "Riesbyfe_Stridberg" || P2Name = "Riesbyfe Stridberg"
value=s9530,39
lowpriority = 1
Persistent  = 0

[State 9530, {CX`]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Shiki_Ryougi" || P2Name = "Shiki Ryougi" || P2Name = "Ryougi_Shiki" || P2Name = "Ryougi Shiki"
value=s9530,40
lowpriority = 1
Persistent  = 0

[State 9530, {CX`IVX]
type=PlaySnd
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1 = P2Name = "Dust of Osiris"
value=s9530,41
lowpriority = 1
Persistent  = 0

[State 9530, JbgC]
type           = Explod
trigger1       = var(20) != 0
trigger1       = !NumExplod(9600)
anim           = 9600+var(20)-1
pos            = ifelse(TeamSide=1,0,root,var(27)), ceil(root,var(28)/240.0*100)
postype        = left
facing         = ifelse(TeamSide=1,1,-1)
scale          = root,var(27)/320.0*0.5, root,var(28)/240.0*0.5
sprpriority    = -9
ownpal         = 1
bindtime       = -1
removetime     = 48
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9600

[State 9530, gkϐ]
type     = VarAdd
trigger1 = NumExplod(9600)
trigger1 = var(21) < 8
var(21)  = 1
IgnoreHitPause = 1

[State 9530, GtFNgݒ]
type     = ModifyExplod
trigger1 = NumExplod(9600)
ID       = 9600
scale    = root,var(27)/320.0*0.5, root,var(28)/240.0*0.5*(var(21)/8.0)
IgnoreHitPause = 1

[State 9548, g^]
type           = Explod
trigger1       = NumExplod(9600)
trigger1       = !NumExplod(9548)
anim           = 9548
pos            = ifelse(TeamSide=1,0,root,var(27)), ceil(root,var(28)/240.0*100)
postype        = left
facing         = ifelse(TeamSide=1,1,-1)
scale          = root,var(27)/320.0*0.5, root,var(28)/240.0*0.5
sprpriority    = -9
ownpal         = 1
bindtime       = -1
removetime     = 48
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9548

[State 9549, g^]
type           = Explod
trigger1       = NumExplod(9600)
trigger1       = !NumExplod(9549)
anim           = 9549
pos            = ifelse(TeamSide=1,0,root,var(27)), ceil(root,var(28)/240.0*100)
postype        = left
facing         = ifelse(TeamSide=1,1,-1)
scale          = root,var(27)/320.0*0.5, root,var(28)/240.0*0.5
sprpriority    = -9
ownpal         = 1
bindtime       = -1
removetime     = 48
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9549

;
;GameTimeHelper(),Var(23)^Helper(),Var(24)
;
[State 10000, Ó]]
type     = VarSet
trigger1 = root,var(24) != (var(24)+1)
trigger2 = root,Time = 1
var(23)  = Abs(root,var(24) - (var(24)+1))

[State 10000, GameTime]
type     = VarSet
trigger1 = !(stateno = 3000 && Time = [4,4+30-1])
trigger1 = !(stateno = 3100 && Time = [6,6+30-1])
trigger1 = !(stateno = 3200 && Time = [8,8+30-1])
trigger1 = !(stateno = 3900 && Time = [8,8+30-1])
var(24)  = GameTime

[State 10000, [HitPause]
type     = ParentVarSet
trigger1 = root,var(24) != var(24)
trigger1 = root,moveguarded = [1,root,var(18)]
trigger1 = P2MoveType = A && EnemyNear(root,var(22)),PrevStateNo = [120,155]
var(18)  = 1

;
;u[XgQ[W
;
;
;bQ[Wԁb
;
[State 10050, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10050)
anim           = 10050
pos            = 8+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 4
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10050

[State 10050, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10050)
anim           = 10052
pos            = -8-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 4
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10050

;
;bQ[Wgb
;
[State 10051, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10051)
anim           = 10051
pos            = 8+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10051

[State 10051, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10051)
anim           = 10053
pos            = -8-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10051

;
;bQ[WPb
;
[State 10061, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10061)
trigger1       = root,var(8) >= ceil(1*root,fvar(12))
anim           = 10061
pos            = 10+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = (0.5*79/150), 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10061

[State 10061, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10061)
trigger1       = root,var(8) >= ceil(1*root,fvar(12))
anim           = 10061
pos            = -10-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = -1
scale          = (0.5*79/150)+0.005, 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10061

[State 10061, ]
type     = removeexplod
trigger1 = root,var(8) < ceil(1*root,fvar(12))
ID       = 10061
IgnoreHitPause = 1

;
;bQ[WQb
;
[State 10062, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10062)
trigger1       = root,var(8) >= ceil(2*root,fvar(12))
anim           = 10062
pos            = 51+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = (0.5*71/150), 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10062

[State 10062, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10062)
trigger1       = root,var(8) >= ceil(2*root,fvar(12))
anim           = 10062
pos            = -51-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = -1
scale          = (0.5*71/150)+0.005, 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10062

[State 10062, ]
type     = removeexplod
trigger1 = root,var(8) < ceil(2*root,fvar(12))
ID       = 10062
IgnoreHitPause = 1

;
;bQ[WRb
;
[State 10063, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10063)
trigger1       = root,var(8) >= ceil(3*root,fvar(12))
anim           = 10063
pos            = 88+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = (0.5*72/150), 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10063

[State 10063, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10063)
trigger1       = root,var(8) >= ceil(3*root,fvar(12))
anim           = 10063
pos            = -88-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = -1
scale          = (0.5*72/150)+0.005, 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10063

[State 10063, ]
type     = removeexplod
trigger1 = root,var(8) < ceil(3*root,fvar(12))
ID       = 10063
IgnoreHitPause = 1

;
;bQ[WPbP
;
[State 10065, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10065)
trigger1       = root,var(8) < ceil(1*root,fvar(12))
trigger1       = root,var(8) > ceil(0*root,fvar(12))
anim           = 10065
pos            = 10+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = (0.5*79/150), 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10065

[State 10065, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10065)
trigger1       = root,var(8) < ceil(1*root,fvar(12))
trigger1       = root,var(8) > ceil(0*root,fvar(12))
anim           = 10065
pos            = -10-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = -1
scale          = (0.5*79/150)+0.005, 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10065

[State 10065, ]
type     = removeexplod
trigger1 = root,var(8) <= ceil(0*root,fvar(12))
trigger2 = root,var(8) >= ceil(1*root,fvar(12))
ID       = 10065
IgnoreHitPause = 1

[State 10065, ݒ]
type     = ModifyExplod
trigger1 = 1
ID       = 10065
scale    = (root,var(8))/root,fvar(12)*(0.5*79/150), 0.5
IgnoreHitPause = 1

;
;bQ[WQbQ
;
[State 10066, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10066)
trigger1       = root,var(8) < ceil(2*root,fvar(12))
trigger1       = root,var(8) > ceil(1*root,fvar(12))
anim           = 10065
pos            = 51+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = (0.5*71/150), 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10066

[State 10066, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10066)
trigger1       = root,var(8) < ceil(2*root,fvar(12))
trigger1       = root,var(8) > ceil(1*root,fvar(12))
anim           = 10065
pos            = -51-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = -1
scale          = (0.5*71/150)+0.005, 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10066

[State 10066, ]
type     = removeexplod
trigger1 = root,var(8) <= ceil(1*root,fvar(12))
trigger2 = root,var(8) >= ceil(2*root,fvar(12))
ID       = 10066
IgnoreHitPause = 1

[State 10066, ݒ]
type     = ModifyExplod
trigger1 = 1
ID       = 10066
scale    = (root,var(8)-ceil(1*root,fvar(12)))/root,fvar(12)*(0.5*71/150), 0.5
IgnoreHitPause = 1

;
;bQ[WRbR
;
[State 10067, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10067)
trigger1       = root,var(8) < ceil(3*root,fvar(12))
trigger1       = root,var(8) > ceil(2*root,fvar(12))
anim           = 10065
pos            = 88+var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = left
facing         = 1
scale          = (0.5*72/150), 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10067

[State 10067, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10067)
trigger1       = root,var(8) < ceil(3*root,fvar(12))
trigger1       = root,var(8) > ceil(2*root,fvar(12))
anim           = 10065
pos            = -88-var(52), ceil(root,var(28)/240.0*224)+var(53)
postype        = right
facing         = -1
scale          = (0.5*72/150)+0.005, 0.5
sprpriority    = 5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10067

[State 10067, ]
type     = removeexplod
trigger1 = root,var(8) <= ceil(2*root,fvar(12))
trigger2 = root,var(8) >= ceil(3*root,fvar(12))
ID       = 10067
IgnoreHitPause = 1

[State 10067, ݒ]
type     = ModifyExplod
trigger1 = 1
ID       = 10067
scale    = (root,var(8)-ceil(2*root,fvar(12)))/root,fvar(12)*(0.5*72/150), 0.5
IgnoreHitPause = 1

;
;K[hQ[W
;
[State 10100, K[hQ[WL]
type       = VarSet
triggerall = Time > 0
trigger1   = EnemyNear(root,var(22)),Const(data.attack) > 100
trigger1   = P2Name != "THOUTHER"
trigger1   = P2Name != "MAMIYA"
trigger2   = P2Name = "SHIN"
trigger3   = P2Name = "Mr.HEART"
var(5)     = 1
IgnoreHitPause = 1
Persistent     = 0

[State 10100, K[hQ[W]
type       = VarSet
triggerall = Time > 0
trigger1   = Const(data.attack) >= EnemyNear(root,var(22)),Const(data.attack)
trigger1   = P2Name != "SHIN"
;trigger1   = P2Name != "Mr.HEART"
trigger2   = P2Name = "THOUTHER"
trigger3   = P2Name = "MAMIYA"
trigger4   = P2Name = "shin" && EnemyNear(root,var(22)),authorname = "konpeitou"
trigger5   = P2Name = "shin" && EnemyNear(root,var(22)),authorname = "koikoi"
trigger6   = root,var(0) >= 2
var(5)     = -1
IgnoreHitPause = 1
Persistent     = 0

;ǗtO
[State 10100, K[hQ[W^~σZbg]
type     = VarSet
trigger1 = var(6) != 0
trigger1 = root,var(5) = 128
var(6)   = 0
IgnoreHitPause = 1

[State 10100, K[hQ[W^]
type     = VarAdd
trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
trigger1 = root,Time = 1 && root,fvar(4) = 0 && root,var(16)%100 != 10
var(6)   = root,GetHitVar(SlideTime)*3
IgnoreHitPause = 1

[State 10100, t[JEg]
type     = VarAdd
trigger1 = var(6) > 0
trigger1 = root,stateno != [150,155]
var(6)   = -1
IgnoreHitPause = 1

;
;Vj̍\
;
[State 10000, ŃtOON]
type       = VarSet
triggerall = !var(7)
triggerall = root,var(29)%100000000/10000 > 0
trigger1   = root,stateno = [200,245]
trigger2   = root,stateno = [305,320]
trigger3   = root,stateno = [400,430]
trigger4   = root,stateno = [600,630]
trigger5   = root,stateno = 801
trigger6   = root,stateno = 850
trigger7   = root,stateno = [1000,1010]
trigger8   = root,stateno = [1200,1300]
trigger9   = root,stateno = [1500,1515]
trigger10  = root,stateno = 1600
trigger11  = root,stateno = [1700,1705]
trigger12  = root,stateno = [3100,3200]
trigger13  = NumHelper(1150)
var(7)     = ifelse(NumHelper(1150), 1150, root,stateno)

[State 10000, ]
type       = ParentVarSet
triggerall = var(7)
trigger1   = var(7) = 1150
trigger1   = !NumHelper(1150)
trigger1   = var(7) := 0 || 1
trigger2   = var(7) = 1000
trigger2   = root,stateno != 1000 && root,stateno != 1010
trigger2   = var(7) := 0 || 1
trigger3   = var(7) = 1700
trigger3   = root,stateno != 1700 && root,stateno != 1705
trigger3   = var(7) := 0 || 1
trigger4   = var(7) = 850
trigger4   = root,stateno != 850 && root,stateno != 851
trigger4   = var(7) := 0 || 1
trigger5   = var(7) != 850 && var(7) != 1150 && var(7) != 1000 && var(7) != 1700
trigger5   = root,stateno != var(7)
trigger5   = var(7) := 0 || 1
var(29)    = var(29)%10000

;
;bQ[Wԁb
;
[State 10100, Po]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10100)
anim           = 10100
pos            = 92+var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10100

[State 10100, Qo]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10100)
anim           = 10100
pos            = -92-var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = -7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10100

;
;bQ[Wgb
;
[State 10101, Po]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10101)
anim           = 10101
pos            = 92+var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10101

[State 10101, Qo]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10101)
anim           = 10102
pos            = -92-var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -5
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10101

[State 10101, Po^]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10103)
trigger1       = root,var(5) <= 48
anim           = 10103
pos            = 92+var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -4
ownpal         = 1
bindtime       = -1
removetime     = 10
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10103

[State 10101, Qo^]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10103)
trigger1       = root,var(5) <= 48
anim           = 10104
pos            = -92-var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = -4
ownpal         = 1
bindtime       = -1
removetime     = 10
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10103

;
;bQ[Wb
;
[State 10105, Po]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10105)
anim           = 10105
pos            = 129+var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = left
facing         = 1
scale          = 0.35, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10105

[State 10105, Qo]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10105)
anim           = 10105
pos            = -129-var(54), ceil(root,var(28)/240.0*39)+var(55)
postype        = right
facing         = -1
scale          = 0.35, 0.5
sprpriority    = -6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10105

[State 10105, ݒ]
type     = ModifyExplod
trigger1 = var(5) = 1
ID       = 10105
scale    = (root,var(5)/128.0*0.35), 0.5
IgnoreHitPause = 1

;
;vl
;
[State 10150, Po]
type           = Explod
trigger1       = (root,var(17)%10000000)/1000000 > 0
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10150)
anim           = 10150
pos            = 110+var(52), ceil(root,var(28)/240.0*211)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10150

[State 10150, Qo]
type           = Explod
trigger1       = (root,var(17)%10000000)/1000000 > 0
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10150)
anim           = 10150
pos            = -110-var(52), ceil(root,var(28)/240.0*211)+var(53)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10150

[State 10150, GtFNg]
type     = removeexplod
trigger1 = (root,var(17)%10000000)/1000000 = 0
ID       = 10150
IgnoreHitPause = 1

;
;Vj̍\
;
[State 10155, Po]
type           = Explod
trigger1       = (root,var(29)%100000000)/10000 > 0
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10155)
anim           = 10155
pos            = 14+var(52), ceil(root,var(28)/240.0*211)+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10155

[State 10155, Qo]
type           = Explod
trigger1       = (root,var(29)%100000000)/10000 > 0
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10155)
anim           = 10155
pos            = -14-var(52), ceil(root,var(28)/240.0*211)+var(53)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10155

[State 10155, ]
type     = removeexplod
trigger1 = root,var(29)%100000000/10000 = 0
ID       = 10155
IgnoreHitPause = 1

;
;tbN
;
[State 10160, Po]
type           = Explod
trigger1       = root,var(29)%10000 > 0
trigger1       = (root,var(29)%10000)%24 = 23
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10160)
anim           = 10160
pos            = 24+var(52), ceil(root,var(28)/240.0*27)+var(53)
postype        = left
facing         = 1
scale          = 0.5*0.7, 0.5*0.7
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = 16
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10160

[State 10160, Qo]
type           = Explod
trigger1       = root,var(29)%10000 > 0
trigger1       = (root,var(29)%10000)%24 = 23
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10160)
anim           = 10160
pos            = -24-var(52), ceil(root,var(28)/240.0*27)+var(53)
postype        = right
facing         = -1
scale          = 0.5*0.7, 0.5*0.7
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = 16
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10160

[State 10160, ]
type     = removeexplod
trigger1 = root,var(29)%10000 = 0
ID       = 10160
IgnoreHitPause = 1

;
;bklVXebEEEƂɎgXe[g
;
;
;u[Xg
;
[Statedef 500]
type     = U
movetype = A
physics  = N
ctrl     = 0
;anim     = 500
movehitpersist = 1

[State 500, WŒ]
type     = PosFreeze
trigger1 = Time = 0 && movecontact
value    = 1

[State 500, Xe[gݒ?]
type      = StateTypeSet
trigger1  = !Time && StateType = S
trigger1  = (Anim = [122,152]) && Anim%10 = 2
StateType = A

[State 500, AjύX?]
type     = ChangeAnim
trigger1 = Time = 0 && Anim = 501 && BackEdgeBodyDist <= 5
trigger2 = Time = 1 && PrevStateNo != 500
value    = 500

[State 500, AjύX?]
type     = ChangeAnim
trigger1 = Time >= 1 && StateType = S && P2Dist X < 0
value    = ifelse(Anim=500,501,500)

[State 500, U]
type     = Turn
trigger1 = Time >= 1 && StateType = S && P2Dist X < 0

;Q[WǗ
[State 500, C^̓Zbg]
type       = VarSet
triggerall = Time = 0
trigger1   = var(21) != [3000,3900]
var(20)    = 10+1

[State 500, ś^Zbg]
type       = VarSet
trigger1   = var(21) = (0,1000)
var(21)    = 0

[State 500, u[XgQ[W^PU]
type       = VarAdd
triggerall = Time = 0 && floor(var(20)%10) = 1 && var(21) = 0
trigger1   = PrevStateNo != [200,2999]
trigger2   = PrevStateNo = 305 || PrevStateNo = 500 || PrevStateNo = 801
trigger3   = var(0) >= 1
trigger3   = PrevStateNo = 1010
var(8)     = -ceil(1.0/6*fvar(12))

[State 500, u[XgQ[W^SQ]
type     = VarAdd
trigger1 = Time = 0 && floor(var(20)%10) = 1 && var(21) = 0
trigger1 = PrevStateNo = [200,2999]
trigger1 = PrevStateNo != 305 && PrevStateNo != 500
trigger1 = (PrevStateNo != [240,245]) && (PrevStateNo != [310,320])
trigger1 = !(var(0) >= 1 && PrevStateNo = 1010)
var(8)   = -ceil((0.42-(var(8)<fvar(12)*0.42)*0.18)*fvar(12))

[State 500, u[XgQ[W^TO]
type     = VarAdd
trigger1 = Time = 0 && floor(var(20)%10) = 1 && var(21) = 0
trigger1 = (PrevStateNo = [240,245]) || (PrevStateNo = [310,320])
var(8)   = -ceil((0.50-(var(8)<fvar(12)*0.50)*0.18)*fvar(12))

[State 500, u[XgQ[W^ojL]
type     = VarAdd
trigger1 = Time = 0 && floor(var(20)%10) = 0 && NumHelper(10000)
trigger1 = PrevStateNo = 305 && var(4) != 1 && var(8) = ceil(fvar(12))
var(8)   = -floor(fvar(12)/fvar(13))

;GtFNg
[State 500, TEh]
type     = PlaySnd
trigger1 = Time = 0 && floor(var(20)%10) = 1 && var(21) = 0
value    = 501, 0

[State 500, FύX]
type     = PalFx
trigger1 = Time = 0 && floor(var(20)%10) = 1 && var(21) = 0
Time     = 10
add      = 255, 255, 255

[State 500, GtFNg]
type           = Explod
trigger1       = Time = 0 && floor(var(20)%10) = 1 && var(21) = 0
anim           = 6500
pos            = 0, const(size.mid.pos.y)
postype        = p1
facing         = ifelse(Anim=501,-1,1)
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 32
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 6500

[State 500, GtFNg]
type     = RemoveExplod
trigger1 = prevstateno = 1600
ID       = 1602

;xݒ脰
[State 500, xZ]
type     = VelAdd
trigger1 = Time >= 1
x        = -0.6*(0.9**Time)*(1-(Anim=501)*2)

[State 500, xݒ]
type     = VelSet
trigger1 = Time = 0 && floor(var(20)%10) = 1 && var(21) = 0
x        = 16.0*0.90*(1-(Anim=501)*2)

[State 500, W]
type     = PosAdd
trigger1 = Time >= 1 && P2StateType = S && P2BodyDist X = 0
trigger1 = StateType = A && Pos Y >= -EnemyNear,Const(size.height)
x        = -Vel X

[State 500, C^̓Zbg]
type     = VarAdd
trigger1 = floor(var(20)%10) = 1
trigger1 = Time = 0 && var(21) = 0 || Time = 1
var(20)  = -1

[State 500, xݒ^G[eCgEGAE]
type     = VelSet
trigger1 = !Time
trigger1 = prevstateno = 1510 && Pos Y = 0 && AnimElemNo(0) = 5
y	 = -26.0*0.5+1.10*0.5

[State 500, W^G[eCgEGAE]
type     = PosAdd
trigger1 = !Time
trigger1 = prevstateno = 1510 && Pos Y = 0 && AnimElemNo(0) = 5
y	 = 26.0*0.5+1.10*0.5

;tO
[State 500, tO^ssAsU]
type     = AssertSpecial
trigger1 = Time >= 1
flag     = NoWalk
flag2    = NoAutoTurn

[State 500, UtOZbg]
type     = MoveHitReSet
trigger1 = Time >= 1

[State 500, AttackDist]
type     = AttackDist
trigger1 = Time >= 1
value    = 0

;
[State 500, d]
type     = Gravity
trigger1 = Time > 1 && StateType = A

[State 500, Xe[gݒ?]
type      = StateTypeSet
trigger1  = Time >= 1 && Pos Y < 0
StateType = A

[State 500, Xe[gݒ?]
type      = StateTypeSet
trigger1  = Time >= 1 && Pos Y >= 0
StateType = S

[State 500, ʒuݒ]
type     = PosSet
trigger1 = Time >= 1 && StateType = S
trigger1 = Vel Y > 0
y        = 0

[State 500, xݒ]
type     = VelSet
trigger1 = Time >= 1 && StateType = S
trigger1 = Vel Y > 0
y        = 0

;Xe[gύX
[State 500, U]
type       = Turn
triggerall = Time >= 1+7 && StateType != A && Anim = 501
trigger1   = NumHelper(10000) && Time > 1
trigger1   = Time >= 48-Helper(10000),var(23)
trigger2   = P2Dist X > 0 && BackEdgeBodyDist <= 5

[State 500, Xe[gύX?]
type       = ChangeState
triggerall = Time >= 1+7 && StateType != A
trigger1   = NumHelper(10000) && Time > 1
trigger1   = Time >= 48-Helper(10000),var(23)
trigger2   = P2Dist X < 0 && FrontEdgeBodyDist <= 5
trigger3   = EnemyNear,Alive = 1 && P2Dist X > 0 && P2StateType != A
trigger3   = FrontEdgeBodyDist <= Const(size.ground.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.ground.front),EnemyNear,Const(size.ground.back))
trigger4   = EnemyNear,Alive = 1 && P2Dist X > 0 && P2StateType = A
trigger4   = FrontEdgeBodyDist <= Const(size.ground.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.air.front),EnemyNear,Const(size.air.back))
value      = 0
ctrl       = 1

[State 500, Xe[gύX?]
type       = ChangeState
triggerall = Time >= 1+7 && StateType = A
trigger1   = NumHelper(10000) && Time > 1
trigger1   = Time >= 48-Helper(10000),var(23)
trigger2   = P2Dist X < 0 && FrontEdgeBodyDist <= 5
trigger3   = EnemyNear,Alive = 1 && P2Dist X > 0 && P2StateType != A
trigger3   = FrontEdgeBodyDist <= Const(size.air.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.ground.front),EnemyNear,Const(size.ground.back))
trigger4   = EnemyNear,Alive = 1 && P2Dist X > 0 && P2StateType = A
trigger4   = FrontEdgeBodyDist <= Const(size.air.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.air.front),EnemyNear,Const(size.air.back))
value      = 51
anim       = ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))+3
ctrl       = 1

;
;ojVOѓ섫
;
;
;bXe[gbojVOXgCN^qbg
;
[Statedef 550]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0
facep2   = 1

[State 550, Xe[gԋp^Targetd΍]
type     = SelfState
trigger1 = PrevStateNo = [120,159]
value    = PrevStateNo

[State 550, Wݒ]
type     = PosSet
trigger1 = !Time && Pos Y > -25.0/2.0
y        = -25.0/2.0

[State 550, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 550, Xe[gύX^oEh]
type       = ChangeState
triggerall = BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1   = EnemyNear(0),var(3) = 1
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger2   = EnemyNear(1),var(3) = 1
value      = 555

[State 550, Xe[gύX]
type     = ChangeState
trigger1 = 1
value    = 553+(GetHitVar(xvel)*facing>0)

;
;bXe[gbojVO
;
[Statedef 551]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0
facep2   = 1

[State 551, Xe[gԋp^Targetd΍]
type     = SelfState
trigger1 = PrevStateNo = [120,159]
value    = PrevStateNo

[State 551, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 551, Xe[gύX^oEh]
type     = ChangeState
trigger1 = BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0
value    = 555

[State 551, Xe[gύX]
type     = ChangeState
trigger1 = 1
value    = 553+(GetHitVar(xvel)*facing>0)

;
;bXe[gbojVO^㔻
;
[Statedef 552]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0
facep2   = 1

[State 552, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 552, Xe[gύX^oEh]
type       = ChangeState
triggerall = BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1   = EnemyNear(0),movehit && EnemyNear(0),StateType = A && EnemyNear(0),var(15) = 1
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger2   = EnemyNear(1),movehit && EnemyNear(1),StateType = A && EnemyNear(1),var(15) = 1
value      = 555

[State 552, Xe[gύX]
type     = ChangeState
trigger1 = 1
value    = 553+(GetHitVar(xvel)*facing>0)

;
;bqbgdb\
;
[Statedef 553]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0

[State 553, ݔ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 553, AjύX]
type     = ChangeAnim
trigger1 = SelfAnimExist(5900)
value    = 5900

;p
;5900Ԃ̓炢AjuC[_[Wvgp

;At
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 560

;hEB
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(5320)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5320

;蒃
[State 553, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(565)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 565

[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(945)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 945

; rei
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(926)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 926

;
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 560

; Ataru
[State 553, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(567)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 567

[State 553, ŗLAjύX]
type       = Offset
triggerall = Anim = 567
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
y          = 25

;`Ƃ͂鎁
;5900Ԃ̓炢AjuC[_[Wvgp

;؂Ƃ
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(68000)
triggerall = AuthorName = "konpeitou" || AuthorName = "koikoi"
trigger1   = name = "SHIN"
value      = 68000

;SAIKEI
[State 553, ŗLAjύX]
type       = ChangeAnim2
triggerall = AuthorName = "SAIKEI"
trigger1   = name = "KENSHIRO"
trigger2   = name = "THOUTHER"
trigger3   = name = "JUDA"
;trigger4   = name = "REI"
value      = 30763
;W̓sɂ茩

;VE
[State 553, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
triggerall = AuthorName = "shuu"
trigger1   = name = "TOKI_S"
value      = 30770 ;6f+6f=12f

;
[State 553, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
triggerall = AuthorName = "simotsuki"
trigger1   = name = "saint-of-silver"
value      = 30775 ;6f+6f=12f

;
[State 553, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 553, Wړ^or󒆍U?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = (PrevStateNo = 551 || EnemyNear(0),StateType = A) && EnemyNear(0),StateNo = EnemyNear(0),var(26)
y        = ifelse(EnemyNear(0),var(10)>=4,-19.0+(EnemyNear(0),var(10)-4)*2.0,-25.0)/2.0

[State 553, Wړ^or󒆍U?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy >= 2 && !(EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless")
trigger1 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger1 = (PrevStateNo = 551 || EnemyNear(1),StateType = A) && EnemyNear(1),StateNo = EnemyNear(1),var(26)
y        = ifelse(EnemyNear(1),var(10)>=4,-19.0*5.0+(EnemyNear(1),var(10)-4)*2.0,-25.0)/2.0

[State 553, Wړ^ꎞ^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = !(BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0) || EnemyNear(0),var(26) = 3250
trigger1 = (PrevStateNo = 552 && EnemyNear(0),StateType != A) || EnemyNear(0),StateNo != EnemyNear(0),var(26)
y        = ifelse(EnemyNear(0),var(10)>=4,6.0+(EnemyNear(0),StateType=C)*23.0+(EnemyNear(0),var(10)-4)*2.0,0)/2.0

[State 553, Wړ^ꎞ^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy >= 2 && !(EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless")
trigger1 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger1 = !(BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0) || EnemyNear(1),var(26) = 3250
trigger1 = (PrevStateNo = 552 && EnemyNear(1),StateType != A) || EnemyNear(1),StateNo != EnemyNear(1),var(26)
y        = ifelse(EnemyNear(1),var(10)>=4,6.0+(EnemyNear(1),StateType=C)*23.0+(EnemyNear(1),var(10)-4)*2.0,0)/2.0

[State 553, Wړ^t^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = (BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0) && EnemyNear(0),var(26) != 3250
trigger1 = (PrevStateNo = 552 && EnemyNear(0),StateType != A) || EnemyNear(0),StateNo != EnemyNear(0),var(26)
y        = ifelse(EnemyNear(0),var(10)>=4,16.0+(EnemyNear(0),StateType=C)*23.0+(EnemyNear(0),var(10)-4)*2.0,0)/2.0

[State 553, Wړ^t^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy >= 2 && !(EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless")
trigger1 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger1 = (BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0) && EnemyNear(1),var(26) != 3250
trigger1 = (PrevStateNo = 552 && EnemyNear(1),StateType != A) || EnemyNear(1),StateNo != EnemyNear(1),var(26)
y        = ifelse(EnemyNear(1),var(10)>=4,16.0+(EnemyNear(1),StateType=C)*23.0+(EnemyNear(1),var(10)-4)*2.0,0)/2.0

[State 553, AjύX]
type     = ChangeAnim
trigger1 = Pos Y >= 0
value    = 5030

[State 553, Wݒ]
type     = PosSet
trigger1 = Pos Y > 0
y	 = 0

[State 553, Xe[gԋp]
type     = SelfState
trigger1 = Pos Y >= 0 && HitShakeOver
value    = 5050

[State 553, Xe[gԋp]
type     = SelfState
trigger1 = Alive = 0
value    = 5000

[State 553, Xe[gύX]
type     = ChangeState
trigger1 = Pos Y < 0
trigger1 = HitShakeOver || BackEdgeBodyDist <= 0
value    = 556+(PrevStateNo=550)*4

;
;bqbgdb
;
[Statedef 554]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0

[State 554, ݔ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 554, AjύX]
type     = ChangeAnim
trigger1 = SelfAnimExist(5900)
value    = 5900

;p
;5900Ԃ̓炢AjuC[_[Wvgp

;At
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 560

;hEB
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(5320)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5320

;蒃
[State 554, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(565)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 565

[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(945)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 945

; rei
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(926)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 926

;
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 560

; Ataru
[State 554, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(567)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 567

[State 553, ŗLAjύX]
type       = Offset
triggerall = Anim = 567
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
y          = 25

;`Ƃ͂鎁
;5900Ԃ̓炢AjuC[_[Wvgp

;؂Ƃ
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(68000)
triggerall = AuthorName = "konpeitou" || AuthorName = "koikoi"
trigger1   = name = "SHIN"
value      = 68000

;SAIKEI
[State 553, ŗLAjύX]
type       = ChangeAnim2
triggerall = AuthorName = "SAIKEI"
trigger1   = name = "KENSHIRO"
trigger2   = name = "THOUTHER"
trigger3   = name = "JUDA"
;trigger4   = name = "REI"
value      = 30763
;W̓sɂ茩

;VE
[State 553, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
triggerall = AuthorName = "shuu"
trigger1   = name = "TOKI_S"
value      = 30770 ;6f+6f=12f

;
[State 553, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
triggerall = AuthorName = "simotsuki"
trigger1   = name = "saint-of-silver"
value      = 30775 ;6f+6f=12f

;
[State 554, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 554, Wړ^or󒆍U?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = (PrevStateNo = 551 || EnemyNear(0),StateType = A) && EnemyNear(0),StateNo = EnemyNear(0),var(26)
y        = ifelse(EnemyNear(0),var(10)>=4,-19.0-(EnemyNear(0),var(26)=1100)*5.0+(EnemyNear(0),var(10)-4)*2.0,-25.0)/2.0

[State 554, Wړ^or󒆍U?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy >= 2 && !(EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless")
trigger1 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger1 = (PrevStateNo = 551 || EnemyNear(1),StateType = A) && EnemyNear(1),StateNo = EnemyNear(1),var(26)
y        = ifelse(EnemyNear(1),var(10)>=4,-19.0-(EnemyNear(1),var(26)=1100)*5.0+(EnemyNear(1),var(10)-4)*2.0,-25.0)/2.0

[State 554, Wړ^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = (PrevStateNo = 552 && EnemyNear(0),StateType != A) || EnemyNear(0),StateNo != EnemyNear(0),var(26)
y        = ifelse(EnemyNear(0),var(10)>=4,6.0+(EnemyNear(0),StateType=C)*23.0+(EnemyNear(0),var(10)-4)*2.0,0)/2.0

[State 554, Wړ^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy >= 2 && !(EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless")
trigger1 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger1 = (PrevStateNo = 552 && EnemyNear(1),StateType != A) || EnemyNear(1),StateNo != EnemyNear(1),var(26)
y        = ifelse(EnemyNear(1),var(10)>=4,6.0+(EnemyNear(1),StateType=C)*23.0+(EnemyNear(1),var(10)-4)*2.0,0)/2.0

[State 554, AjύX]
type     = ChangeAnim
trigger1 = Pos Y >= 0
value    = 5030

[State 554, Wݒ]
type     = PosSet
trigger1 = Pos Y > 0
y	 = 0

[State 554, Xe[gԋp]
type     = SelfState
trigger1 = Pos Y >= 0 && HitShakeOver
value    = 5050

[State 554, Xe[gԋp]
type     = SelfState
trigger1 = Alive = 0
value    = 5000

[State 554, Xe[gύX]
type     = ChangeState
trigger1 = Pos Y < 0
trigger1 = HitShakeOver || FrontEdgeBodyDist <= 0
value    = 557+(PrevStateNo=550)*3

;
;bqbgdboEh
;
[Statedef 555]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0-(BackEdgeBodyDist<=5)*5+(FrontEdgeBodyDist<=5)*5, 0

[State 555, ݔ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 555, AjύX]
type     = ChangeAnim
trigger1 = SelfAnimExist(5900)
value    = 5900

;p
;5900Ԃ̓炢AjuC[_[Wvgp

;At
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 560

;hEB
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(5320)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5320

;蒃
[State 555, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(565)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 565

[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(945)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 945

; rei
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(926)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 926

;
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 560

; Ataru
[State 555, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(567)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 567

;`Ƃ͂鎁
;5900Ԃ̓炢AjuC[_[Wvgp

;؂Ƃ
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(68000)
triggerall = AuthorName = "konpeitou" || AuthorName = "koikoi"
trigger1   = name = "SHIN"
value      = 68000

;SAIKEI
;[State 555, ŗLAjύX]
;type       = ChangeAnim
;triggerall = SelfAnimExist(30760)
;triggerall = AuthorName = "SAIKEI"
;trigger1   = name = "KENSHIRO"
;trigger2   = name = "THOUTHER"
;trigger3   = name = "JUDA"
;trigger4   = name = "REI"
;value      = 30760
;W̓sɂ茩

;
[State 555, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 555, Wړ^or󒆍U?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = EnemyNear(0),StateNo = EnemyNear(0),var(26)
y        = ifelse(EnemyNear(0),var(10)>=4,-19.0+(EnemyNear(0),var(10)-4)*2.0,-25.0)/2.0

[State 555, Wړ^or󒆍U?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy >= 2 && !(EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless")
trigger1 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger1 = EnemyNear(1),StateNo = EnemyNear(1),var(26)
y        = ifelse(EnemyNear(1),var(10)>=4,-19.0+(EnemyNear(1),var(10)-4)*2.0,-25.0)/2.0

[State 555, Wړ^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = EnemyNear(0),StateNo != EnemyNear(0),var(26)
y        = ifelse(EnemyNear(0),var(10)>=4,16.0+(EnemyNear(0),StateType=C)*23.0+(EnemyNear(0),var(10)-4)*2.0,0)/2.0

[State 555, Wړ^㔻?]
type     = PosAdd
trigger1 = Time = 0 && PrevStateNo != 550
trigger1 = NumEnemy >= 2 && !(EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless")
trigger1 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger1 = EnemyNear(1),StateNo != EnemyNear(1),var(26)
y        = ifelse(EnemyNear(1),var(10)>=4,16.0+(EnemyNear(1),StateType=C)*23.0+(EnemyNear(1),var(10)-4)*2.0,0)/2.0

[State 555, AjύX]
type     = ChangeAnim
trigger1 = Pos Y >= 0
value    = 5030

[State 555, Wݒ]
type     = PosSet
trigger1 = Pos Y > 0
y	 = 0

[State 555, Xe[gԋp]
type     = SelfState
trigger1 = Pos Y >= 0 && HitShakeOver
value    = 5050

[State 555, Xe[gԋp]
type     = SelfState
trigger1 = Alive = 0
value    = 5000

[State 555, Xe[gύX]
type     = ChangeState
trigger1 = Pos Y < 0
trigger1 = HitShakeOver || BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0
value    = 565

;
;bʃXe[gbojVO^\
;
[Statedef 556]
type     = U
movetype = H
physics  = N
velset   = 0, 0

[State 556, Xe[gύX]
type     = ChangeState
trigger1 = 1
value    = 560

;
;bʃXe[gbojVO^
;
[Statedef 557]
type     = U
movetype = H
physics  = N
velset   = 0, 0

[State 557, Xe[gύX]
type     = ChangeState
trigger1 = 1
value    = 560

;
;bqbgdbwB[ojVOXgCN^K[h
;
[Statedef 558]
type     = U
movetype = H
physics  = N
facep2   = 1
velset   = 0, 0

[State 558, ݔ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 558, AjύX]
type     = ChangeAnim
trigger1 = 1
value    = 150

[State 558, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 558, Xe[gύX]
type     = ChangeState
trigger1 = HitShakeOver || BackEdgeBodyDist <= 0
value    = 561

;
;bсb
;
[Statedef 560]
type     = U
movetype = H
physics  = N

[State 560, ݔ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 560, ŗLAjύX]
type       = Offset
triggerall = Anim = 567
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
y          = 25

[State 560, xݒ?]
type       = VelSet
triggerall = Time = 1
trigger1   = PrevStateNo = 553
trigger2   = PrevStateNo = 556
x          = -16.0+(PrevStateNo=556)*4

[State 560, xݒ?]
type       = VelSet
triggerall = Time = 1
trigger1   = PrevStateNo = 554
trigger2   = PrevStateNo = 557
x          = 16.0-(PrevStateNo=557)*4

[State 560, ]
type     = PlayerPush
trigger1 = 1
value    = 0+(NumEnemy<=1&&NumPartner=0&&Enemy,NumHelper(307)=1)

[State 560, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1-(EnemyNear,BackEdgeBodyDist<=5||EnemyNear,FrontEdgeBodyDist<=5), 0

[State 560, Xe[gύX]
type     = ChangeState
trigger1 = (PrevStateNo = 553 || PrevStateNo = 556) && BackEdgeBodyDist <= 0 || (PrevStateNo = 554 || PrevStateNo = 557) && FrontEdgeBodyDist <= 0
trigger2 = Pos Y >= 0
trigger3 = EnemyNear,Alive = 1 && Time > 0 && P2StateType != A
trigger3 = Vel X < 0 && P2Dist X < 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger3 = BackEdgeBodyDist <= Const(size.air.back)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.ground.front),EnemyNear,Const(size.ground.back))
trigger4 = EnemyNear,Alive = 1 && Time > 0 && P2StateType = A
trigger4 = Vel X < 0 && P2Dist X < 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger4 = BackEdgeBodyDist <= Const(size.air.back)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.air.front),EnemyNear,Const(size.air.back))
trigger5 = EnemyNear,Alive = 1 && Time > 0 && P2StateType != A
trigger5 = Vel X > 0 && P2Dist X > 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger5 = FrontEdgeBodyDist <= Const(size.air.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.ground.front),EnemyNear,Const(size.ground.back))
trigger6 = EnemyNear,Alive = 1 && Time > 0 && P2StateType = A
trigger6 = Vel X > 0 && P2Dist X > 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger6 = FrontEdgeBodyDist <= Const(size.air.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.air.front),EnemyNear,Const(size.air.back))
value    = 565

;
;bсbwB[ojVOXgCN^K[h
;
[Statedef 561]
type     = U
movetype = H
physics  = N
anim     = 150

[State 561, ŗLAjύX]
type       = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(160)
triggerall = AuthorName = "Ts"
trigger1   = Name = "TOKI"
trigger2   = Name = "AMIBA"
value      = 160

[State 558, AjύX]
type     = ChangeAnim2
trigger1 = Name = "RAOH ATL"
trigger2 = Name = "TOKI" || Name = "sainf-of-silver"
trigger3 = Name = "JAGI" && AuthorName = "Ts"
trigger4 = Name = "SHIN"
trigger5 = Name = "REI"
trigger6 = Name = "JUDA"
trigger7 = Name = "THOUTHER"
trigger8 = Name = "MAMIYA"
value    = 160+1*(Name="RAOH ATL")+2*(Name="saint-of-silver")+3*(Name="MAMIYA")

[State 561, ݔ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 561, Xe[gݒ?]
type      = StateTypeSet
trigger1  = Pos y < 0
StateType = A

[State 561, Xe[gݒ?]
type      = StateTypeSet
trigger1  = Pos y >= 0
StateType = S

[State 561, d]
type     = Gravity
trigger1 = StateType = A

[State 561, ʒuݒ]
type     = PosSet
trigger1 = StateType = S
y        = 0

[State 561, xݒ]
type     = VelSet
trigger1 = StateType = S
y        = 0

[State 561, xZ]
type     = VelAdd
trigger1 = Time > 1 && Vel X > -14
x        = -0.5

[State 561, xݒ]
type     = VelSet
trigger1 = Time = 1
x        = -14

[State 561, hڍs]
type     = hitoverride
trigger1 = 1
attr     = SA, AA, AP
stateno  = 150+(StateType=A)*4
IgnoreHitPause = 1

[State 561, oK`]
type     = VelAdd
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
x        = 2.0

[State 561, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 561, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1, 0

[State 561, Xe[gύX]
type     = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = 0 ;Pos Y >= 0
trigger3 = EnemyNear,Alive = 1 && Time > 0 && P2StateType != A
trigger3 = Vel X < 0 && P2Dist X < 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger3 = BackEdgeBodyDist <= Const(size.air.back)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.ground.front),EnemyNear,Const(size.ground.back))
trigger4 = EnemyNear,Alive = 1 && Time > 0 && P2StateType = A
trigger4 = Vel X < 0 && P2Dist X < 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger4 = BackEdgeBodyDist <= Const(size.air.back)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.air.front),EnemyNear,Const(size.air.back))
trigger5 = EnemyNear,Alive = 1 && Time > 0 && P2StateType != A
trigger5 = Vel X > 0 && P2Dist X > 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger5 = FrontEdgeBodyDist <= Const(size.air.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.ground.front),EnemyNear,Const(size.ground.back))
trigger6 = EnemyNear,Alive = 1 && Time > 0 && P2StateType = A
trigger6 = Vel X > 0 && P2Dist X > 0 && (EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5)
trigger6 = FrontEdgeBodyDist <= Const(size.air.front)+ifelse(EnemyNear,BackEdgeBodyDist<EnemyNear,FrontEdgeBodyDist,EnemyNear,Const(size.air.front),EnemyNear,Const(size.air.back))
value    = 565

[State 561, Xe[gԋp]
type     = SelfState
trigger1 = Time > 1 && Vel X >= -0.5
value    = 0
ctrl     = 1

;
;bǃqbgb
;
[Statedef 565]
type     = A
movetype = H
physics  = N
anim     = 5012
;velset   = 0, 0

[State 565, ݔ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 565, AjύX`?]
type     = ChangeAnim
trigger1 = !Time || !HitShakeOver
value    = 5012

[State 565, AjύX`?]
type     = ChangeAnim
trigger1 = Anim = 5012 && AnimTime = 0
value    = 5017

[State 565, AjύXa]
type     = ChangeAnim
trigger1 = !Time || !HitShakeOver
trigger1 = SelfAnimExist(5901)
value    = 5901

[State 565, Wݒ]
type     = PosSet
trigger1 = !Time && Pos Y > -1
trigger1 = PrevStateNo = 561
y        = -1

;p
;5901Ԃ̓炢AjuC[_[WiǓ\tjvgp

;At
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time || !HitShakeOver
triggerall = SelfAnimExist(562)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 562 ;3f+11f+7f=21f

;hEB
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time || !HitShakeOver
triggerall = SelfAnimExist(5321)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH" ;9f+6f+5f=20f +nf
trigger2   = name = "TOKI" ;3f+8f+4f=15f +4f+4f+nf
trigger3   = name = "JAGI" ;2f+14f+4f=20f +4f+6f+nf
trigger4   = name = "KENSHIRO" ;9f+6f+6f=21f +6f+nf
value      = 5321

[State 565, ŗLAjŒ]
type     = ChangeAnim
trigger1 = SelfAnimExist(5321)
trigger1 = AuthorName = "Drowin hokuto"
trigger1 = Anim = 5321 && AnimElem = 4
value    = Anim
elem     = AnimElemNo(-1)

;蒃
[State 565, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
;triggerall = SelfAnimExist(566)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 566 ;5f+8f+6f=19f

[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time || !HitShakeOver
triggerall = SelfAnimExist(947)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 947 ;3f=3f +nf

; rei
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time || !HitShakeOver
triggerall = SelfAnimExist(927)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 927 ;4f+8f+4f=16f

;
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time || !HitShakeOver
triggerall = SelfAnimExist(562)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 562 ;8f

[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(563)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
trigger1   = Anim = 562 && AnimTime = 0
value      = 563 ;+6f+5f=19f +5f+5f+nf

; Ataru
[State 565, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
;triggerall = SelfAnimExist(568)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 568 ;5f+8f+6f=19f

[State 565, ŗLAjύX]
type       = Offset
triggerall = Anim = 568
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
triggerall = Time < 19 + Vel Y
y          = 25

;`Ƃ͂鎁
;5901Ԃ̓炢AjuC[_[WiǓ\tjvgp

;؂Ƃ
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time || !HitShakeOver
triggerall = SelfAnimExist(68020)
triggerall = AuthorName = "konpeitou" || AuthorName = "koikoi"
trigger1   = name = "SHIN"
value      = 68020 ;4f+8f+8f=20f

;SAIKEI
[State 565, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver || name != "JUDA" && Time = 1
triggerall = AuthorName = "SAIKEI"
trigger1   = name = "KENSHIRO"
trigger2   = name = "THOUTHER"
trigger3   = name = "JUDA"
trigger4   = name = "REI"
value      = 30766+1*(name = "JUDA")+2*(name = "THOUTHER") ;6f+6f=12f

[State 565, ŗLAjύX]
type       = Offset
triggerall = AuthorName = "SAIKEI"
triggerall = Anim = 30766 && AnimElem = 2, >=0
triggerall = Time < 19 + Vel Y
trigger1   = name = "KENSHIRO" || name = "THOUTHER"
y	   = 10

;VE
[State 565, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
triggerall = AuthorName = "shuu"
trigger1   = name = "TOKI_S"
value      = 30771 ;6f+6f=12f

;
[State 565, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time || !HitShakeOver
triggerall = AuthorName = "simotsuki"
trigger1   = name = "saint-of-silver"
value      = 30776 ;6f+6f=12f

;
[State 565, ʃAjŒ]
type     = ChangeAnim
trigger1 = AnimTime = 0
value    = Anim
elem     = AnimElemNo(-1)

[State 565, ]
type     = PlayerPush
trigger1 = 1
value    = 1

[State 565, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1, 0

[State 565, ʂh炷]
type     = EnvShake
trigger1 = !Time
Time     = 10
freq     = 60
ampl     = -4
phase    = 0

[State 565, ˃_[W]
type     = LifeAdd
trigger1 = !Time
value    = -ceil(3.0*LifeMax/192.0)
kill     = 0
absolute = 1

[State 565, xݒ^hitshaketimeL]
type     = VelSet
trigger1 = !Time && !HitShakeOver && Pos Y < 0 && Alive
y        = GetHitVar(hitshaketime)-1

[State 565, xݒ^]
type     = VelSet
trigger1 = Time = 0 && (BackEdgeBodyDist > 0 && FrontEdgeBodyDist > 0 && EnemyNear,BackEdgeBodyDist > 5 && EnemyNear,FrontEdgeBodyDist > 5)
x        = 0

[State 565, xݒ?]
type       = VelSet
triggerall = BackEdgeBodyDist < FrontEdgeBodyDist
triggerall = PrevStateNo != 555
trigger1   = Vel X != 0 && Vel Y = 0 || (BackEdgeBodyDist > 0 && FrontEdgeBodyDist > 0 && EnemyNear,BackEdgeBodyDist > 5 && EnemyNear,FrontEdgeBodyDist > 5)
trigger1   = Time >= 15-1
trigger2   = Vel X = 0 && Vel Y != 0 && !(BackEdgeBodyDist > 0 && FrontEdgeBodyDist > 0 && EnemyNear,BackEdgeBodyDist > 5 && EnemyNear,FrontEdgeBodyDist > 5)
trigger2   = Time >= Vel Y+2
x          = 19.2/2.0
Persistent = 0

[State 565, xݒ?]
type       = VelSet
triggerall = FrontEdgeBodyDist < BackEdgeBodyDist
triggerall = PrevStateNo != 555
trigger1   = Vel X != 0 && Vel Y = 0 || (BackEdgeBodyDist > 0 && FrontEdgeBodyDist > 0 && EnemyNear,BackEdgeBodyDist > 5 && EnemyNear,FrontEdgeBodyDist > 5)
trigger1   = Time >= 15-1
trigger2   = Vel X = 0 && Vel Y != 0 && !(BackEdgeBodyDist > 0 && FrontEdgeBodyDist > 0 && EnemyNear,BackEdgeBodyDist > 5 && EnemyNear,FrontEdgeBodyDist > 5)
trigger2   = Time >= Vel Y+2
x          = -19.2/2.0
Persistent = 0

[State 565, xZ]
type     = VelMul
trigger1 = Abs(Vel X) > 0
trigger1 = PrevStateNo != 555
x        = 0.80

[State 565, [^Iɉ]
type     = PosAdd
trigger1 = P2BodyDist X <= 0
trigger1 = EnemyNear,StateType != A
trigger1 = Pos Y >= -195.0/2.0
x	 = -Vel X+P2BodyDist X

[State 565, Xe[gύX]
type     = ChangeState
trigger1 = Time >= 19 + Vel Y
value    = 570

[State 565, W]
type     = PosAdd
trigger1 = Vel Y != 0
y        = -Vel Y

[State 565, Xe[gԋp]
type     = SelfState
trigger1 = Pos Y >= 0 && HitShakeOver
value    = 5050

[State 565, Xe[gԋp]
type     = SelfState
trigger1 = Alive = 0
value    = 5000

;
;bb
;
[Statedef 570]
type     = A
movetype = H
physics  = N
anim     = 5070
;velset   = 0, 0

[State 570, xݒ]
type     = VelSet
trigger1 = Time = 0
y        = 0

[State 570, AjύX]
type     = ChangeAnim
trigger1 = !Time
trigger1 = SelfAnimExist(5902)
value    = 5902

;p
;5902Ԃ̓炢AjuC[_[WiǓ\t̗jvgp

;At
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(563)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 563

;hEB
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(5321)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5321
elem       = 4

;蒃
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(5070)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 5070
elem       = 3

;name = "JUDA-(NERICYA)"
;5070Ԃgp

; rei
;name = "Mr.HEART"
;5070Ԃgp

;
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(563)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 563
elem       = 3

; Ataru
;name = "RAOH ATL"
;5070Ԃgp

;`Ƃ͂鎁
;5902Ԃ̓炢AjuC[_[WiǓ\t̗jvgp

;؂Ƃ
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(68030)
triggerall = AuthorName = "konpeitou" || AuthorName = "koikoi"
trigger1   = name = "SHIN"
value      = 68030

;SAIKEI
;name = "KENSHIRO"
;name = "THOUTHER"
;name = "JUDA"
;name = "REI"
;5070Ԃgp

;
[State 570, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1, 0

[State 570, xZ]
type     = VelMul
trigger1 = Abs(Vel X) > 0
x        = 0.80

[State 570, [^Iɉ]
type     = PosAdd
trigger1 = P2BodyDist X <= 0
trigger1 = EnemyNear,StateType != A
trigger1 = Pos Y >= -195.0/2.0
x	 = -Vel X+P2BodyDist X

[State 570, [d]
type     = VelAdd
trigger1 = 1
y        = 0.55

[State 570, HitFall]
type     = HitFallSet
trigger1 = Vel Y > 0
value    = 1

[State 570, Wړ]
type     = PosAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
y        = -(Pos Y + Vel Y)

[State 570, AjύX^с^Ίp]
type       = ChangeAnim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0 - Vel Y
triggerall = Time >= 11-(Name="JAGI"||Name="REI")*2
trigger1   = SelfAnimExist(5061)
trigger2   = SelfAnimExist(5062)
value      = ifelse(SelfAnimExist(5061),5061,5062)

[State 570, Xe[gύX]
type     = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger1 = Time >= 11-(Name="JAGI"||Name="REI")*2
value    = 575

;
;bnʂɌˁbHIT_BOUNCE (hit ground)
;
[Statedef 575]
type     = L
movetype = H
physics  = N

[State 575, ]
type     = Width
trigger1 = 1
edge     = 1, 1

[State 575, ]
type     = EnvShake
trigger1 = Time = 0
Time     = 10
freq     = 60
ampl     = -4
phase    = 0

[State 575, ]
type     = LifeAdd
trigger1 = Time = 0
value    = -ceil(3.0*LifeMax/192.0)
kill     = 0
absolute = 1

[State 5100, 1]
type     = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x        = 1

[State 5100, EnvShake]
type     = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type      = VarSet
trigger1  = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2   = !SelfAnimExist(5100 + (anim % 10))
value      = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type     = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value    = 5100 + (anim % 10)

[State 5100, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0

[State 5100, 5]
type     = VelSet
trigger1 = Time = 0
y        = 0

[State 5100, 6] ;Reduce speed
type     = VelMul
trigger1 = Time = 0
x        = 0.75

[State 5100, 7]
type     = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value    = 5110 ;HIT_LIEDOWN

[State 5100, ]
type       = ChangeState
triggerall = Time = 0 && GetHitVar(fall.yvel) = 0
triggerall = NumPartner = 0
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1   = EnemyNear(0),var(51) >= EnemyNear(0),var(52)
value      = 25110

[State 5100, 8]
type     = GameMakeAnim
trigger1 = Time = 1
value    = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos      = 0, 0
under    = sysvar(1) <= 14

[State 5100, 9]
type     = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type     = PlaySnd
trigger1 = Time = 1
value    = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type     = PosFreeze
trigger1 = 1

[State 5100, 12]
type     = ChangeState
trigger1 = Time > 0 ;AnimTime = 0 ;
value    = 580 ;5101 ;

[State 5100, 13]
type     = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl     = 128,-3,-.2,.005
time     = 20

;
;boEhbHIT_BOUNCE (bounce into air)
;
[Statedef 580]
type     = A ;L ;
movetype = H
physics  = N

[State 580, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 5101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim != [5101,5109]
trigger2   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim = [5101,5109]
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

[State 5101, 3]
type     = HitFallVel
trigger1 = Time = 0

[State 5101, ]
type     = VelSet
trigger1 = Time = 0
y        = 0

[State 5101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

;[State 5101, 5] ;Acceleration
;type     = VelAdd
;trigger1 = 1
;y        = .4

;[State 5101, 6] ;Hit ground
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 12
;type = ChangeState
;value = 5110

[State 580, ]
type       = ChangeState
triggerall = Time >= 20
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1   = EnemyNear(0),var(51) >= EnemyNear(0),var(52)
value      = 25110

[State 580, ]
type     = SelfState
trigger1 = Time >= 20
value    = 5110

;
;IX|[cANVQ[
;
;
;bHITA_UP byacceld΍
;
[Statedef 15030]
type     = A
movetype = H
physics  = N
anim     = anim ;
ctrl     = 0

[State 5030, 2]
type     = HitVelSet
trigger1 = Time = 0
x        = 1
y        = 1

[State 5050, 1] ;Change anim when done with transition;
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Anim != [5060,5062]
value = ifelse((Anim = [5050,5059]) && SelfAnimExist(Anim+10), Anim+10, 5050)

[State 5030, 2]
type       = null;HitVelSet
triggerall = Time = 1
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) != 3906
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) != 3906
x	   = 1

[State 5030, 2]
type       = null;HitVelSet
triggerall = Time = 2
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) = 3906
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) = 3906
x	   = 1

[State 5030, ]
type     = null;PosAdd
trigger1 = Pos Y + Vel Y > 0
y	 = -(Pos Y + Vel Y)

[State 5030, 3]
type       = SelfState ;ChangeState ;
triggerall = !HitFall
trigger1   = HitOver
trigger2   = 0;Vel Y > 0    ;Hit ground
trigger2   = Pos Y >= 10  ;. ;
value      = 5040 ;HITA_RECOV

[State 5030, 4]
type       = SelfState ;ChangeState ;
triggerall = HitFall
trigger1   = HitOver
trigger2   = 0;Vel Y > 0    ;Hit ground
trigger2   = Pos Y >= 0  ;. ;
value      = 5050 ;HITA_FALL

[State 5030, 5]
type     = ChangeState
trigger1 = AnimTime = 0
trigger2 = Vel Y + GetHitVar(yaccel) > 0
trigger2 = Time >= 1;;dveladdh~
value    = 15035 ;HITA_UP (transition) ;

[State 5030, 1]
type     = VelAdd;Gravity
trigger1 = Time >= 1
y        = GetHitVar(yaccel)

;
;bHITA_UP_T byacceld΍
;
[Statedef 15035]
type     = A
movetype = H
physics  = N

[State 5035, 1]
type     = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != 5035
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != [5060,5062] ;
trigger1 = Anim != 5090 ;Not if hit off ground anim
value    = 5035

[State 5050, 1] ;Change anim when done with transition;
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Anim != [5060,5062]
value = ifelse((Anim = [5050,5059]) && SelfAnimExist(Anim+10), Anim+10, 5050)

[State 5035, 3]
type       = SelfState ;ChangeState ;
triggerall = !HitFall
trigger1   = HitOver  ;Hit is over
trigger2   = AnimTime = 0 ;Animation over
trigger3   = Vel Y > 0    ;Hit ground
trigger3   = Pos Y >= 10  ;. ;
trigger4   = Time = 0     ;No transition anim
trigger4   = Anim != 5035 ;.
value      = 5040 ;HITA_RECOV

[State 5035, 4]
type       = SelfState ;ChangeState ;
triggerall = HitFall
trigger1   = HitOver  ;Hit is over
trigger2   = AnimTime = 0 ;Anim is over
trigger3   = 0;Vel Y > 0    ;Hit ground
trigger3   = Pos Y >= 10  ;. ;
trigger4   = Time = 0     ;No transition anim
trigger4   = Anim != 5035 ;.
value      = 5050 ;HITA_FALL

[State 5035, 2] ;
type     = VelAdd
trigger1 = 1
y        = GetHitVar(yaccel)

;
;bHIT_BOUNCEbnʂɌˁioEhor_Ej
;
[Statedef 15100]
type     = L
movetype = H
physics  = N

[State 15100, G]
type     = NotHitBy
trigger1 = prevstateno = 3141
value    = SCA

[State 15100, ]
type     = Width
trigger1 = 1
edge     = 1, 1

[State 15100, ]
type     = VelMul
trigger1 = 1
x        = 1.0/0.75

[State 15100, ];_E
type       = ChangeState
triggerall = Pos Y > 0
trigger1   = NumEnemy >= 1
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1   = EnemyNear(0),var(23) != 2
trigger2   = NumEnemy = 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger2   = EnemyNear(1),var(23) != 2
value      = 15101

[State 15100, ];nʂɌˁi_Eł͂Ȃj
type     = ChangeState
trigger1 = 1
value    = 15104

;
;bHIT_BOUNCEboEh
;
[Statedef 15101]
type     = A ;L ;
movetype = H
physics  = N

[State 15101, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 15101, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 15101, G]
type     = NotHitBy
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = EnemyNear(0),var(26) = 3100
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger2 = EnemyNear(1),var(26) = 3100
value    = SCA

[State 5101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim != [5101,5109]
trigger2   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim = [5101,5109]
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

[State 15101, ]
type     = ChangeAnim
trigger1 = Time = 8 && Anim = 5160
value    = 5110

;[State 5101, 3]
;type     = HitFallVel
;trigger1 = Time = 0

[State 5101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

[State 5101, 5] ;Acceleration
type     = VelAdd
trigger1 = PrevStateNo != 15100 ;1 ;
y        = 0.55 ;.4 ;

;[State 5101, 6] ;Hit ground
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 12
;type     = ChangeState
;value    = 5110

[State 15101, ];Add
type     = PosAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 15100
x        = Vel X

[State 15101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 15100
x        = 0

[State 15101, ]
type     = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 15100
value    = 5110

;
;bHIT_BOUNCEboEh
;
[Statedef 15102]
type     = A ;L ;
movetype = H
physics  = N

[State 15101, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 15101, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 5101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

;[State 5101, 3]
;type     = HitFallVel
;trigger1 = Time = 0

[State 5101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

[State 5101, 5] ;Acceleration
type     = VelAdd
trigger1 = PrevStateNo != 15100 ;1 ;
y        = 0.55 ;.4 ;

;[State 5101, 6] ;Hit ground
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 12
;type     = ChangeState
;value    = 5110

[State 15101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 15100
trigger3 = Time = 0 && Anim = [5161,5162]
x        = 0

[State 15101, ]
type     = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 15100
value    = 15103

;
;bHIT_BOUNCEboEh_E[V
;
[Statedef 15103]
type     = A ;L ;
movetype = H
physics  = N

[State 15103, ]
type     = PosSet
trigger1 = !Time
y	 = 0

[State 15103, ]
type     = VelSet
trigger1 = !Time
x	 = 0
y	 = 0

[State 15101, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 15101, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 15101, ]
type     = SelfState
trigger1 = Time >= 16
value    = 5110

;
;bHIT_BOUNCEbnʂɌˁioEhj
;
[Statedef 15104]
type    = A
movetype= H
physics = N

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 12]
type = ChangeState
triggerall = Time = 1
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) = 240
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) = 240
value = 15102

[State 5100, 12]
type = ChangeState
trigger1 = Time = 1
value = 15101

;
;bHIT_BOUNCEbgxO^^oEh
;
[Statedef 16100]
type    = A
movetype= H
physics = N
anim    = anim

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 12]
type = ChangeState
trigger1 = Time = 1
value = 16101

;
;bHITA_UP bgxO^^oEh
;
[Statedef 16101]
type     = A
movetype = H
physics  = N
ctrl     = 0

[State 16101, ]
type     = HitVelSet
trigger1 = !Time
x	 = 1

[State 16101, 5] ;Acceleration
type     = VelAdd
trigger1 = 1
y        = 0.55

[State 16101, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 16101, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 16101, 1]
type     = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != 5035
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value    = 5035

[State 16101, 1]
type     = ChangeAnim
trigger1 = Vel Y > 0
value    = 5050

[State 16101, ];Add
type     = PosAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
x        = Vel X

[State 16101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
x        = 0

[State 16101, 5]; Recover in mid air
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 16101, ]
type     = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
value    = 5110

;
;bHIT_TRIP2 b(fall through air)
;
[Statedef 20243]
type     = A
movetype = H
physics  = N

[State 243, ]
type     = VelSet
trigger1 = Time = 0
y        = -0.30*Vel Y

[State 5071, 2] ;Acceleration
type     = VelAdd
trigger1 = 1
y        = 0.55 ;GetHitVar(yaccel) ;

[State 243, ]
type       = ChangeAnim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0 - Vel Y
trigger1   = SelfAnimExist(5061)
trigger2   = SelfAnimExist(5062)
value      = ifelse(SelfAnimExist(5061),5061,5062)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0; - Vel Y ;Pos Y >= 15 ;
type     = ChangeState
value    = 25100

;
;bHIT_TRIP2 b(fall through air)
;
[Statedef 20244]
type     = A
movetype = H
physics  = N

[State 5071, ]
type     = Width
trigger1 = 1
edge     = 0, 0

[State 5071, ]
type     = VelSet
trigger1 = Time = 0 && prevstateno = 20242
y        = -0.3*Vel Y

[State 5071, 1]
type     = HitVelSet
trigger1 = Time = 0 && prevstateno != 20242 ;
x        = 1
y        = 1

[State 5071, 2] ;Acceleration
type     = VelAdd
trigger1 = Time > 0
y        = GetHitVar(yaccel)*(prevstateno!=20242)+0.55*(prevstateno=20242) ;GetHitVar(yaccel) ;

[State 5071, ]
type     = ChangeState
trigger1 = Time <= 16 && prevstateno != 20242
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
value    = 20242

[State 5071, ]
type       = ChangeAnim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0 - Vel Y
trigger1   = SelfAnimExist(5061)
trigger2   = SelfAnimExist(5062)
value      = ifelse(SelfAnimExist(5061),5061,5062)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0; - Vel Y ;Pos Y >= 15 ;
type     = ChangeState
value    = 25100

;
;bCbqbgd
;
[Statedef 25000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 25000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 25000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 25000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 25000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 25000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 25000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 25001 ;HITG_SLIDE

[State 25000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 25030

[State 25000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 25000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 25000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;
;bCb̂
;
[Statedef 25001]
type    = S
movetype= H
physics = S

[State 25001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 25001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 25001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 25001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 25001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 25001, 6]
type = ChangeState
trigger1 = HitOver
value = 25300

;
;bCb݃qbgd
;
[Statedef 25010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 25010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 25010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 25010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 25010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 25010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 25010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 25011 ;HITC_SLIDE

[State 25010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 25030

[State 25010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 25010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 25010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;
;bCb݂̂
;
[Statedef 25011]
type    = C
movetype= H
physics = C

[State 25011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 25011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 25011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 25011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 25011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 25011, 6]
type = ChangeState
trigger1 = HitOver
value = 25300

;
;bCb󒆃qbgd
;
[Statedef 25020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 25020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 25020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 25020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 25020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 25020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 25030

[State 25020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 25020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 25020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;
;bCb󒆂̂
;
[Statedef 25030]
type     = A
movetype = H
physics  = N
anim     = anim
ctrl     = 0

[State 5030, 2]
type     = HitVelSet
trigger1 = Time = 0
x        = 1
y        = 1

[State 5030, 2]
type       = null;HitVelSet
triggerall = Time = 1
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) != 3906
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) != 3906
x	   = 1

[State 5030, 2]
type       = null;HitVelSet
triggerall = Time = 2
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) = 3906
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) = 3906
x	   = 1

[State 5030, 3]
type       = SelfState ;ChangeState ;
triggerall = !HitFall
trigger1   = HitOver
trigger2   = Vel Y > 0    ;Hit ground
trigger2   = Pos Y >= 10  ;. ;
value      = 5040 ;HITA_RECOV

[State 5030, 4]
type       = ChangeState ;ChangeState ;
triggerall = HitFall
trigger1   = HitOver
trigger2   = Vel Y > 0    ;Hit ground
trigger2   = Pos Y >= 10  ;. ;
value      = 25050 ;HITA_FALL

[State 5030, 5]
type     = ChangeState
trigger1 = AnimTime = 0
trigger2 = Vel Y + GetHitVar(yaccel) > 0
trigger2 = Time >= 1;;dveladdh~
value    = 25035 ;HITA_UP (transition) ;

[State 5030, 1]
type     = VelAdd;Gravity
trigger1 = Time >= 1
y        = GetHitVar(yaccel)

;
;bCb󒆂̂Q
;
[Statedef 25035]
type     = A
movetype = H
physics  = N

[State 5035, 1]
type     = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value    = 5035

[State 5050, 1] ;Change anim when done with transition;
type = ChangeAnim
trigger1 = Vel Y > 0
value = ifelse((Anim = [5050,5059]) && SelfAnimExist(Anim+10), Anim+10, 5050)

[State 5035, 3]
type       = null;SelfState ;ChangeState ;
triggerall = !HitFall
trigger1   = HitOver  ;Hit is over
trigger2   = AnimTime = 0 ;Animation over
trigger3   = Vel Y > 0    ;Hit ground
trigger3   = Pos Y >= 10  ;. ;
trigger4   = Time = 0     ;No transition anim
trigger4   = Anim != 5035 ;.
value      = 5040 ;HITA_RECOV

[State 5035, 4]
type       = ChangeState ;ChangeState ;
triggerall = HitFall
trigger1   = HitOver  ;Hit is over
trigger2   = AnimTime = 0 ;Anim is over
trigger3   = Vel Y > 0    ;Hit ground
trigger3   = Pos Y >= 10  ;. ;
trigger4   = Time = 0     ;No transition anim
trigger4   = Anim != 5035 ;.
value      = 25050 ;HITA_FALL

[State 5035, 2] ;
type     = VelAdd
trigger1 = 1
y        = GetHitVar(yaccel)

;
;bCb󒆂̂Q
;
[Statedef 25050]
type    = A
movetype= H
physics = N

[State 25050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 25050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 25050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 25050, 4] ;Recover near ground
type = null;ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 25050, 5]; Recover in mid air
type = null;ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 25050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y + Vel Y >= 0
value = 25100 ;HIT_BOUNCE

;
;bCbnʂɌˁioEhor_Ej
;
[Statedef 25100]
type     = L
movetype = H
physics  = N

[State 25100, ]
type     = Width
trigger1 = 1
edge     = 1, 1

[State 25100, ]
type     = null;VelMul
trigger1 = 1
x        = 1.0/0.75

[State 25100, ]
type     = ChangeState
trigger1 = Pos Y > 0
value    = 25101

[State 25100, ]
type     = ChangeState
trigger1 = 1
value    = 25104

;
;bCboEh
;
[Statedef 25101]
type     = A ;L ;
movetype = H
physics  = N

[State 25101, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 25101, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 25101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim != [5101,5109]
trigger2   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 25101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim = [5101,5109]
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

[State 25101, ]
type     = ChangeAnim
trigger1 = Time = 8 && Anim = 5160
value    = 5110

[State 25101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

[State 25101, 5] ;Acceleration
type     = VelAdd
trigger1 = PrevStateNo != 25100 ;1 ;
y        = 0.55 ;.4 ;

[State 25101, ];Add
type     = PosAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
x        = Vel X

[State 25101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
x        = 0

[State 25101, ]
type     = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
value    = 25110

;
;bCboEh
;
[Statedef 25102]
type     = A ;L ;
movetype = H
physics  = N

[State 25102, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 25102, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 5101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

;[State 5101, 3]
;type     = HitFallVel
;trigger1 = Time = 0

[State 5101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

[State 5101, 5] ;Acceleration
type     = VelAdd
trigger1 = PrevStateNo != 25100 ;1 ;
y        = 0.55 ;.4 ;

;[State 5101, 6] ;Hit ground
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 12
;type     = ChangeState
;value    = 5110

[State 25101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
trigger3 = Time = 0 && Anim = [5161,5162]
x        = 0

[State 25101, ]
type     = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
value    = 25103

;
;bCboEh_E[V
;
[Statedef 25103]
type     = A ;L ;
movetype = H
physics  = N

[State 25103, ]
type     = PosSet
trigger1 = !Time
y	 = 0

[State 25103, ]
type     = VelSet
trigger1 = !Time
x	 = 0
y	 = 0

[State 25103, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 25103, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 25103, ]
type     = ChangeState
trigger1 = Time >= 16
value    = 25110

;
;bCbnʂɌˁioEhj
;
[Statedef 25104]
type    = A
movetype= H
physics = N

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 12]
type = ChangeState
triggerall = Time = 1
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) = 240
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) = 240
value = 25102

[State 5100, 12]
type = ChangeState
trigger1 = Time = 1
value = 25101

;
;bCbqbgd
;
[Statedef 25000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 25000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 25000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 25000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 25000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 25000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 25000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 25001 ;HITG_SLIDE

[State 25000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 25030

[State 25000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 25000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 25000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;
;bCb̂
;
[Statedef 25001]
type    = S
movetype= H
physics = S

[State 25001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 25001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 25001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 25001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 25001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 25001, 6]
type = ChangeState
trigger1 = HitOver
value = 25300

;
;bCb݃qbgd
;
[Statedef 25010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 25010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 25010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 25010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 25010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 25010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 25010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 25011 ;HITC_SLIDE

[State 25010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 25030

[State 25010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 25010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 25010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;
;bCb݂̂
;
[Statedef 25011]
type    = C
movetype= H
physics = C

[State 25011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 25011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 25011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 25011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 25011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 25011, 6]
type = ChangeState
trigger1 = HitOver
value = 25300

;
;bCb󒆃qbgd
;
[Statedef 25020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 25020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 25020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 25020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 25020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 25020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 25030

[State 25020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 25020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 25020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;
;bCb󒆂̂
;
[Statedef 25030]
type     = A
movetype = H
physics  = N
anim     = anim
ctrl     = 0

[State 5030, 2]
type     = HitVelSet
trigger1 = Time = 0
x        = 1
y        = 1

[State 5030, 2]
type       = null;HitVelSet
triggerall = Time = 1
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) != 3905
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) != 3905
x	   = 1

[State 5030, 2]
type       = null;HitVelSet
triggerall = Time = 2
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) = 3905
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) = 3905
x	   = 1

[State 5030, 3]
type       = SelfState ;ChangeState ;
triggerall = !HitFall
trigger1   = HitOver
trigger2   = Vel Y > 0    ;Hit ground
trigger2   = Pos Y >= 10  ;. ;
value      = 5040 ;HITA_RECOV

[State 5030, 4]
type       = ChangeState ;ChangeState ;
triggerall = HitFall
trigger1   = HitOver
trigger2   = Vel Y > 0    ;Hit ground
trigger2   = Pos Y >= 10  ;. ;
value      = 25050 ;HITA_FALL

[State 5030, 5]
type     = ChangeState
trigger1 = AnimTime = 0
trigger2 = Vel Y + GetHitVar(yaccel) > 0
trigger2 = Time >= 1;;dveladdh~
value    = 25035 ;HITA_UP (transition) ;

[State 5030, 1]
type     = VelAdd;Gravity
trigger1 = Time >= 1
y        = GetHitVar(yaccel)

;
;bCb󒆂̂Q
;
[Statedef 25035]
type     = A
movetype = H
physics  = N

[State 5035, 1]
type     = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value    = 5035

[State 5050, 1] ;Change anim when done with transition;
type = ChangeAnim
trigger1 = Vel Y > 0
value = ifelse((Anim = [5050,5059]) && SelfAnimExist(Anim+10), Anim+10, 5050)

[State 5035, 3]
type       = null;SelfState ;ChangeState ;
triggerall = !HitFall
trigger1   = HitOver  ;Hit is over
trigger2   = AnimTime = 0 ;Animation over
trigger3   = Vel Y > 0    ;Hit ground
trigger3   = Pos Y >= 10  ;. ;
trigger4   = Time = 0     ;No transition anim
trigger4   = Anim != 5035 ;.
value      = 5040 ;HITA_RECOV

[State 5035, 4]
type       = ChangeState ;ChangeState ;
triggerall = HitFall
trigger1   = HitOver  ;Hit is over
trigger2   = AnimTime = 0 ;Anim is over
trigger3   = Vel Y > 0    ;Hit ground
trigger3   = Pos Y >= 10  ;. ;
trigger4   = Time = 0     ;No transition anim
trigger4   = Anim != 5035 ;.
value      = 25050 ;HITA_FALL

[State 5035, 2] ;
type     = VelAdd
trigger1 = 1
y        = GetHitVar(yaccel)

;
;bCb󒆂̂Q
;
[Statedef 25050]
type    = A
movetype= H
physics = N

[State 25050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 25050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 25050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 25050, 4] ;Recover near ground
type = null;ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 25050, 5]; Recover in mid air
type = null;ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 25050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y + Vel Y >= 0
value = 25100 ;HIT_BOUNCE

;
;bCbnʂɌˁioEhor_Ej
;
[Statedef 25100]
type     = L
movetype = H
physics  = N

[State 25100, ]
type     = Width
trigger1 = 1
edge     = 1, 1

[State 25100, ]
type     = null;VelMul
trigger1 = 1
x        = 1.0/0.75

[State 25100, ]
type     = ChangeState
trigger1 = Pos Y > 0
value    = 25101

[State 25100, ]
type     = ChangeState
trigger1 = 1
value    = 25104

;
;bCboEh
;
[Statedef 25101]
type     = A ;L ;
movetype = H
physics  = N

[State 25101, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 25101, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 25101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim != [5101,5109]
trigger2   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 25101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim = [5101,5109]
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

[State 25101, ]
type     = ChangeAnim
trigger1 = Time = 8 && Anim = 5160
value    = 5110

[State 25101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

[State 25101, 5] ;Acceleration
type     = VelAdd
trigger1 = PrevStateNo != 25100 ;1 ;
y        = 0.55 ;.4 ;

[State 25101, ];Add
type     = PosAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
x        = Vel X

[State 25101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
x        = 0

[State 25101, ]
type     = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
value    = 25110

;
;bCboEh
;
[Statedef 25102]
type     = A ;L ;
movetype = H
physics  = N

[State 25102, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 25102, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 5101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

;[State 5101, 3]
;type     = HitFallVel
;trigger1 = Time = 0

[State 5101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

[State 5101, 5] ;Acceleration
type     = VelAdd
trigger1 = PrevStateNo != 25100 ;1 ;
y        = 0.55 ;.4 ;

;[State 5101, 6] ;Hit ground
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 12
;type     = ChangeState
;value    = 5110

[State 25101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
trigger3 = Time = 0 && Anim = [5161,5162]
x        = 0

[State 25101, ]
type     = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
trigger2 = PrevStateNo = 25100
value    = 25103

;
;bCboEh_E[V
;
[Statedef 25103]
type     = A ;L ;
movetype = H
physics  = N

[State 25103, ]
type     = ChangeAnim
trigger1 = !Time
value    = ifelse(SelfAnimExist(5111), 5111, 5110)

[State 25103, ]
type     = PosSet
trigger1 = !Time
y	 = 0

[State 25103, ]
type     = VelSet
trigger1 = !Time
x	 = 0
y	 = 0

[State 25103, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 25103, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 25103, ]
type     = ChangeState
trigger1 = Time >= 16
value    = 25110

;
;bCbnʂɌˁioEhj
;
[Statedef 25104]
type    = A
movetype= H
physics = N

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 12]
type = ChangeState
triggerall = Time = 1
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless" && EnemyNear(0),var(26) = 240
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless" && EnemyNear(1),var(26) = 240
value = 25102

[State 5100, 12]
type = ChangeState
trigger1 = Time = 1
value = 25101

;
;bCb_E
;
[Statedef 25110]
type     = L
movetype = H
physics  = N

[State 25110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 25110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 25110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 25110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 25110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 25110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 25110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
value = F7, (floor(vel y) > 5) + (floor(vel y) > 14)

[State 25110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
value = 60 + (floor(vel y) > 5) + (floor(vel y) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 25110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = floor(vel y) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 25110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = floor(vel y) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 25110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = floor(vel y) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 25110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 25110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 25110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 25110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 25110, 16]
type = ChangeState
trigger1 = Time = 5
value = 25120

;
;bCbgxO^^oEh
;
[Statedef 26100]
type    = A
movetype= H
physics = N
anim    = anim

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 12]
type = ChangeState
trigger1 = Time = 1
value = 26101

;
;bCbgxO^^oEh
;
[Statedef 26101]
type     = A
movetype = H
physics  = N
ctrl     = 0

[State 26101, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 26101, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 26101, 1]
type     = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != 5035
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value    = 5035

[State 26101, 5] ;Acceleration
type     = VelAdd
trigger1 = 1
y        = 0.55

[State 26101, ];Add
type     = PosAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
x        = Vel X

[State 26101, ]
type     = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
x        = 0

[State 26101, 5]; Recover in mid air
type = null;SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 26101, ]
type     = ChangeState
trigger1 = Vel Y > 0
value    = 25101

;
;bCbqbgd^
;
[Statedef 20241]
type     = A
movetype = H
physics  = N
velset   = 0, 0

[State 20241, Xe[gԋp^Targetd΍]
type     = SelfState
trigger1 = PrevStateNo = [120,159]
value    = PrevStateNo

[State 5070, 1]
type     = ChangeAnim 
trigger1 = 1
value    = 5070

[State 5070, 2]
type     = ChangeState
trigger1 = HitShakeOver
value    = 20242 ;5071 ;

[State 5070, 3]
type     = ForceFeedback
trigger1 = time = 0
time     = 12
waveform = sinesquare
ampl     = 140

;
;bCbqbg^
;
[Statedef 20242]
type     = A
movetype = H
physics  = N

[State 5071, 1]
type     = HitVelSet
trigger1 = Time = 0
x        = 1
y        = 1

[State 5071, 2] ;Acceleration
type     = VelAdd
trigger1 = Time > 0
y        = GetHitVar(yaccel)

[State 242, ]
type     = ChangeState
trigger1 = Time <= 16
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
value    = 20243

[State 242, ]
type       = ChangeAnim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0 - Vel Y
trigger1   = SelfAnimExist(5061)
trigger2   = SelfAnimExist(5062)
value      = ifelse(SelfAnimExist(5061),5061,5062)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0;- Vel Y ;Pos Y >= 15 ;
type     = ChangeState
value    = 25100

;
;bCbNオ
;
[Statedef 25120]
type    = L
movetype= I
physics = N

[State 25120, ]
type     = Width
trigger1 = 1
edge     = -2, -2

[State 25120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 25120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 25120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 25120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 25120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 25120, 5] ;Can't be thrown right after getting up
type = null;NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 25120, 6] ;Can't be hit right after getting up (short time)
type = null;NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 25120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 25300

;
;bCbNオ
;
[Statedef 25300]
type     = S
movetype = I
physics  = N
anim     = 5300

[State 25300, ]
type     = HitFallSet
trigger1 = Time = 0
value    = 0

[State 25300, ]
type     = SelfState
triggerall = Time >= 1
trigger1 = EnemyNear(0),Name = "Sion_Eltnam_Atlasia" && EnemyNear(0),AuthorName = "Sion_Love_Nameless"
trigger1 = Time >= -EnemyNear(0),var(51)
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "Sion_Eltnam_Atlasia" && EnemyNear(1),AuthorName = "Sion_Love_Nameless"
trigger2 = Time >= -EnemyNear(1),var(51)
value    = 0
ctrl     = 1

;]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
;
;