;==========================================================================
; EX昁嶦媄
;==========================================================================
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僟儞僔儞僌僼儔僢僔儏
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[Statedef 850]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 850
poweradd = 0
sprpriority = 2
facep2 = 1

[State 850, 僉儍儞僙儖擖椡]
type = ChangeAnim
triggerall = var(27) = 21
trigger1 = Time = 2
value = 850
Elem = 2

[State 850, 柍揋]
type = NotHitBy
trigger1 = AnimElemNo(0) <= 6
value = SCA

[State 850]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 850, 壒惡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1050
channel = -1

[State 850, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = Ceil((3*6.67)+((2*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),0 ;(3,2)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 5, Hit
pausetime = 8, 8
sparkno = s15004
guard.sparkno = s15006
sparkxy = -10, -10
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 9
guard.slidetime = 8
ground.hittime  = 9
guard.hittime  = 8
air.hittime = 9
ground.velocity = -2.15, -6
guard.ground.velocity = -4, 0
air.velocity = -2.15,-6
air.guard.ground.velocity = -4, 0
getpower = 0*7,0*7 
givepower= 8*7,0 
;p1Stateno = 851
;p2Stateno = 852
forcestand = 1
kill = 0
fall = 1
fall.recover = 0
down.bounce = 1
fall.xvelocity = -1
fall.yvelocity = -2
yaccel = 0.6
ID = Ifelse(var(14)=0,850,Ifelse(NumHelper(1)=0,45000,850))

[State 850, 償傽僀僞儖僜乕僗]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 850, 捠忢]
type = TargetState
triggerall = NumTarget(850)
trigger1 = MoveHit = 1
value = 852
ctrl = 0
ID = 850
ignorehitpause = 1
persistent = 0

[State 850]
type = ChangeState
triggerall = NumTarget
trigger1 = MoveHit = 1
value = 851
ctrl = 0
ignorehitpause = 1
persistent = 0

[State 850, 弶懍搙]
type = VelSet
trigger1 = AnimElem = 6
x = 2

[State 850, 懍搙]
type = VelSet
trigger1 = AnimElem = 9
x = 18

[State 850, 掆巭]
type = VelSet
trigger1 = AnimElem = 37
x = 0

[State 850,嵒墝]
type = Explod
trigger1 = AnimElem = 7
ID = 10800
anim = 10850
pos = 0, 0
postype = p1
removetime = -1
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 850,嵒墝徚嫀]
type = RemoveExplod
trigger1 = AnimElem = 37
ID = 10800

[State 850, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 801
IgnoreHitPause = 1

[State 850, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;懕僟儞僔儞僌僼儔僢僔儏
[Statedef 851]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 851
poweradd = 0
sprpriority = 2
facep2 = 1

[State 850, 償傽僀僞儖僜乕僗夞暅検]
type = VarAdd
trigger1 = Time = 0
var(37) = Ceil((12*6.67)*(const(data.attack)*0.01))

[State 851]
type = RemoveExplod
trigger1 = NumExplod(10800)
ID = 10800

[State 851, 壒惡]
type = PlaySnd
trigger1 = AnimElem = 42
value = 1071

[State 851]
type = StateTypeSet
trigger1 = AnimElem = 42
StateType = A

[State 851]
type = VelSet
trigger1 = AnimElem = 42
x = 6
y = -13

[State 851]
type = VelAdd
triggerall = StateType = A
trigger1 = AnimElemTime(42) >= 0
trigger1 = AnimElemTime(43) < 0
trigger2 = AnimElemTime(44) >= 0
trigger2 = AnimElemTime(45) < 0
trigger3 = AnimElemTime(46) >= 0
trigger3 = AnimElemTime(48) < 0
x = -0.25
y = Const(movement.yaccel)

[State 851]
type = VelAdd
triggerall = StateType = A
trigger1 = AnimElemTime(48) >= 0
y = Const(movement.yaccel)

[State 851]
type = PosFreeze
trigger1 = AnimElemTime(43) >= 0
trigger1 = AnimElemTime(44) < 0
trigger2 = AnimElemTime(45) >= 0
trigger2 = AnimElemTime(46) < 0
value = 1

[State 851]
type = VelSet
trigger1 = AnimElem = 48
x = 0
y = 0

[State 851]
type = StateTypeSet
trigger1 = AnimElem = 57
StateType = S

[State 851]
type = VelSet
trigger1 = StateType != A
y = 0

[State 851]
type = PosSet
trigger1 = StateType != A
y = 0

[State 851, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime(1) = 0
edge = 50,0

[State 851, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime(2) >= 0
edge = 10,0

[State 851]
type = BindtoTarget
trigger1 = AnimElemTime(1) = 0
pos = 50, 0, Foot

[State 851]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(38) < 8
pos = 50, 0

[State 851]
type = TargetVelSet
trigger1 = AnimElemTime(38) = 8
x = -1.5
y = -3.5

[State 851]
type = TargetBind
trigger1 = AnimElemTime(43) >= 0
trigger1 = AnimElemTime(44) < 0
pos = 55, -15

[State 851]
type = TargetBind
trigger1 = AnimElemTime(45) >= 0
trigger1 = AnimElemTime(46) < 0
pos = 60, -30

[State 851]
type = TargetState
trigger1 = AnimElemTime(46) = 0
value = 853

[State 851, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 851, 僸僢僩悢]
type = HitAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 16
trigger4 = AnimElem = 21
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 43
trigger10= AnimElem = 45
value = 1

[State 851, 憡庤偺儔僀僼憹尭]
type = TargetLifeAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 16
trigger4 = AnimElem = 21
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
value =-ceil(((2*6.67)*const(data.attack)*0.01)+((1*6.67*(Ifelse(var(14)=1,1,fvar(1)))*const(data.attack)*0.01))) ;(2,1)
kill = 0

[State 851, 憡庤偺儔僀僼憹尭]
type = TargetLifeAdd
trigger1 = AnimElem = 43
value =-ceil(((5*6.67)*const(data.attack)*0.01)+((1*6.67*(Ifelse(var(14)=1,1,fvar(1)))*const(data.attack)*0.01))) ;(2,1)
kill = 0

[State 851, 憡庤偺儔僀僼憹尭]
type = TargetLifeAdd
trigger1 = AnimElem = 45
value =-ceil(((6*6.67)*const(data.attack)*0.01)+((1*6.67*(Ifelse(var(14)=1,1,fvar(1)))*const(data.attack)*0.01))) ;(2,1)
kill = 1

;---僄僼僃僋僩---

[State 851, 僄僼僃僋僩]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
anim = 15004
pos = 45, -50
postype = p1
ontop = 1
ownpal = 1

[State 851, 僄僼僃僋僩]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 21
trigger3 = AnimElem = 26
anim = 15004
pos = 55, -75
postype = p1
ontop = 1
ownpal = 1

[State 851, 僄僼僃僋僩]
type = Explod
trigger1 = AnimElem = 30
trigger2 = AnimElem = 45
anim = 15004
pos = 50, -65
postype = p1
ontop = 1
ownpal = 1

[State 851, 僄僼僃僋僩]
type = Explod
trigger1 = AnimElem = 34
anim = 15004
pos = 55, -55
postype = p1
ontop = 1
ownpal = 1

[State 851, 僄僼僃僋僩]
type = Explod
trigger1 = AnimElem = 38
anim = 15004
pos = 65, -90
postype = p1
ontop = 1
ownpal = 1

[State 851, 僄僼僃僋僩]
type = Explod
trigger1 = AnimElem = 43
anim = 15004
pos = 60, -65
postype = p1
ontop = 1
ownpal = 1

;------壒------

[State 851, 彫楐偒壒]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 16
trigger4 = AnimElem = 21
value = 5, 0
channel = -1

[State 851, 戝楐偒壒]
type = PlaySnd
trigger1 = AnimElem = 30
trigger2 = AnimElem = 43
trigger3 = AnimElem = 45
value = 5, 1
channel = -1

[State 851, 彫懪寕壒]
type = PlaySnd
trigger1 = AnimElem = 26
value = 4, 0
channel = -1

[State 851, 拞懪寕壒]
type = PlaySnd
trigger1 = AnimElem = 34
value = 4, 1
channel = -1

[State 851, 戝懪寕壒]
type = PlaySnd
trigger1 = AnimElem = 38
value = 4, 2
channel = -1

;--------------------------------------------------------------------------
;憡庤傗傜傟
[Statedef 852]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 5000
poweradd = 0
sprpriority = -1
facep2 = 1

[State 852]
type = ChangeAnim2
trigger1 = Time = 8
value = 852

[State 852]
type = SelfState
trigger1 = Time > 240
value = 5100

;--------------------------------------------------------------------------
;憡庤傗傜傟2
[Statedef 853]
type    = A
movetype= H
physics = N
juggle  = 1
velset = -2.15,-6
ctrl = 0
anim = 5030
poweradd = 0
sprpriority = -1
facep2 = 1

[State 853]
type = VelAdd
trigger1 = 1
y = 0.6

[State 853]
type = ChangeAnim2
trigger1 = Time = 0
value = 853

[State 853]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;--------------------------------------------------------------------------
;憡庤傗傜傟
[Statedef 854]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 5000
poweradd = 0
sprpriority = -1
facep2 = 1

[State 852]
type = ChangeAnim2
trigger1 = Time = 6
value = 852

[State 852]
type = SelfState
trigger1 = Time > 240
value = 5100

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僾儕乕僘僿儖僾儈乕
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;==========================================================================
;僼僃儕僔傾
;==========================================================================
;敪摦
[Statedef 860]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 860
poweradd = 0
sprpriority = 1
facep2 = 1

[State 860, 壒惡]
type = PlaySnd
trigger1 = time = 1
value = 1600
channel = 3

[State 860, 壒惡]
type = PlaySnd
trigger1 = NumHelper(865)
trigger1 = Helper(865),Anim = 866
trigger1 = Helper(865),AnimElem = 1
trigger2 = NumHelper(875)
trigger2 = Helper(875),Anim = 876
trigger2 = Helper(875),AnimElem = 1
value = 1602
channel = 3

[State 860,僺僐]
type = Helper
triggerall = var(1) = 1
trigger1 = AnimElem = 1
name = "Piko"
ID = 865
pos = 0, 0
postype = back
stateno = 865
helpertype = normal
ownpal = 1

[State 860,傾儖僩]
type = Helper
triggerall = var(1) >= 2
trigger1 = AnimElem = 1
name = "Alut"
ID = 875
pos = -30, Ifelse(var(2)=2,-40,-70)
postype = back
stateno = 875
helpertype = normal
ownpal = 1

[State 860]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 850, 償傽僀僞儖僜乕僗夞暅検]
type = VarAdd
trigger1 = NumHelper(865)
trigger1 = Helper(865),StateNo = 866
trigger2 = NumHelper(875)
trigger2 = Helper(875),StateNo = 877
var(37) = Ceil((13*6.67)*(const(data.attack)*0.01))
persistent = 0

[State 860]
type = ChangeState
trigger1 = NumHelper(865)
trigger1 = Helper(865),StateNo = 866
trigger2 = NumHelper(875)
trigger2 = Helper(875),StateNo = 877
value = 861
ctrl = 0
ignorehitpause = 1

[State 860]
type = ChangeState
triggerall = AnimElemTime(2) >= 0
trigger1 = !NumHelper(865)
trigger1 = !NumHelper(875)
value = 0
ctrl = 1

;==========================================================================
;Hit屻
[Statedef 861]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 861
poweradd = 0
sprpriority = 3
facep2 = 1

[State 861, 壒惡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1601
channel = 3

[State 862, 壒惡]
type = PlaySnd
trigger1 = AnimElem = 16
value = 1071
channel = 3

[State 861]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================
;僺僐
;==========================================================================
;峌寕
[Statedef 865]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 7,0
ctrl = 0
anim = 865
poweradd = 0
sprpriority = 4
facep2 = 1

[State 865]
type = StateTypeSet
trigger1 = Root,StateNo != [860, 865]
movetype = I

[State 865, 僸僢僩掕媊]
type = HitDef
triggerall = Root,StateNo = 860
trigger1 = time >= 1
attr = S, HA
damage = Ceil((1*6.67)+((1*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1))))),0 ;(2,1) 
animtype = Med
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 1, Hit
pausetime = 0, 0
guardpausetime = 8, 8
sparkno = s15004
guard.sparkno = s15006
sparkxy = 0, -25
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 12
guard.slidetime = 11
ground.hittime  = 12
guard.hittime  = 11
air.hittime = 12
ground.velocity = 0, 0
air.velocity = 0,0
forcestand = 1
Kill = 0
fall.xvelocity = -1
fall.yvelocity = -2
ID = Ifelse(Root,var(14)=0,860,Ifelse(Root,var(20)=0,45000,860))

[State 865]
type = TargetDrop
trigger1 = NumTarget(860) >= 2
excludeID = 860
keepone = 1

[State 865]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 865, 償傽僀僞儖僜乕僗]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 865, 捠忢]
type = TargetState
triggerall = NumTarget(860)
trigger1 = MoveHit = 1
value = 895
ctrl = 0
ID = 860
ignorehitpause = 1
persistent = 0

[State 865]
type = ChangeState
triggerall = MoveHit = 1
trigger1 = NumTarget(860)
trigger2 = NumTarget(45000)
value = 866

[State 865]
type = ChangeAnim
trigger1 = MoveGuarded = 1
value = 866
ignorehitpause=1

[State 865]
type = VelSet
trigger1 = MoveGuarded = 1
x = 0
ignorehitpause=1

[State 865]
type = VelSet
triggerall = Anim = 866
trigger1 = AnimElem = 2
x = -6

[State 865]
type = DestroySelf
trigger1 = ScreenPos X < -60 
trigger2 = ScreenPos X > 360 

;--------------------------------------------------------------------------
;峌寕僸僢僩屻懸婡
[Statedef 866]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 867
poweradd = 0
sprpriority = 4

[State 866]
type = TargetState
triggerall = NumTarget(860)
trigger1 = time = 1
value = 895
ID = 860

[State 866]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = time = 1
value = 895
ID = 45000

[State 866]
type = ChangeState
trigger1 = Root,StateNo != [860, 865]
value = 868

[State 866]
type = BindToTarget
trigger1 = 1
pos = 30, 0, Foot

;傾儖僩屇傃弌偟
[State 866,傾儖僩]
type = Helper
triggerall = NumTarget(860)
trigger1 = !NumHelper(875)
name = "Alut"
ID = 875
pos = Target(860),Const(size.head.pos.x)+30, Target(860),Const(size.head.pos.y)
postype = p1
stateno = 881
facing = 1

[State 866,傾儖僩]
type = Helper
triggerall = NumTarget(45000)
trigger1 = !NumHelper(875)
name = "Alut"
ID = 875
pos = Target(45000),Const(size.head.pos.x)+30, Target(45000),Const(size.head.pos.y)
postype = p1
stateno = 881
facing = 1

;儖乕僔乕屇傃弌偟
[State 866,儖乕僔乕]
type = Helper
trigger1 = !NumHelper(885)
name = "Lucy"
ID = 885
pos = 70, 0
postype = P1
stateno = 885
facing = -1

;僌儗僀僗屇傃弌偟
[State 866,僌儗僀僗]
type = Helper
trigger1 = !NumHelper(890)
name = "Grace"
ID = 890
pos = 0, 0
postype = P1
stateno = 890
facing = 1

[State 866]
type = ChangeState
trigger1 = AnimTime = 0
value = 867

;--------------------------------------------------------------------------
;峌寕奐巒
[Statedef 867]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 868
poweradd = 0
sprpriority = 4
facep2 = 1

;---------------860

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = (AnimElem = 1) || (AnimElem = 2) || (AnimElem = 3) || (AnimElem = 4)
trigger2 = (AnimElem = 5) || (AnimElem = 6) || (AnimElem = 7) || (AnimElem = 8)
trigger3 = (AnimElem = 9) || (AnimElem = 10)|| (AnimElem = 11)|| (AnimElem = 12)
value = - Ceil(((1*6.67)+((1*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 0
absolute = 1

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = (AnimElem = 13)|| (AnimElem = 14)|| (AnimElem = 15)|| (AnimElem = 16)
trigger2 = (AnimElem = 17)|| (AnimElem = 18)|| (AnimElem = 19)|| (AnimElem = 20)
trigger3 = (AnimElem = 21)|| (AnimElem = 22)|| (AnimElem = 23)|| (AnimElem = 24)
trigger4 = (AnimElem = 25)|| (AnimElem = 26)|| (AnimElem = 27)|| (AnimElem = 28)
trigger5 = (AnimElem = 29)
value = - Ceil(((0.5*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 0
absolute = 1

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = (AnimElem = 30)|| (AnimElem = 31)|| (AnimElem = 32)
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 0
absolute = 1

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = AnimElem = 32, = 6
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 1
absolute = 1

;---------------45000

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = (AnimElem = 1) || (AnimElem = 2) || (AnimElem = 3) || (AnimElem = 4)
trigger2 = (AnimElem = 5) || (AnimElem = 6) || (AnimElem = 7) || (AnimElem = 8)
trigger3 = (AnimElem = 9) || (AnimElem = 10)|| (AnimElem = 11)|| (AnimElem = 12)
value = - Ceil(((1*6.67)+((1*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 0
absolute = 1

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = (AnimElem = 13)|| (AnimElem = 14)|| (AnimElem = 15)|| (AnimElem = 16)
trigger2 = (AnimElem = 17)|| (AnimElem = 18)|| (AnimElem = 19)|| (AnimElem = 20)
trigger3 = (AnimElem = 21)|| (AnimElem = 22)|| (AnimElem = 23)|| (AnimElem = 24)
trigger4 = (AnimElem = 25)|| (AnimElem = 26)|| (AnimElem = 27)|| (AnimElem = 28)
trigger5 = (AnimElem = 29)
value = - Ceil(((0.5*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 0
absolute = 1

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = (AnimElem = 30)|| (AnimElem = 31)|| (AnimElem = 32)
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 0
absolute = 1

[State 867, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = AnimElem = 32, = 6
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 1
absolute = 1

;-----------

[State 867, 僸僢僩悢]
type = HitAdd
trigger1 = (AnimElem = 1) || (AnimElem = 2) || (AnimElem = 2, = 2) || (AnimElem = 3) || (AnimElem = 4)
trigger2 = (AnimElem = 4, = 2) || (AnimElem = 5) || (AnimElem = 6) || (AnimElem = 7) || (AnimElem = 8)
trigger3 = (AnimElem = 9) || (AnimElem = 10)|| (AnimElem = 11)|| (AnimElem = 12)
trigger4 = (AnimElem = 13)|| (AnimElem = 14)|| (AnimElem = 15)|| (AnimElem = 16)
trigger5 = (AnimElem = 17)|| (AnimElem = 18)|| (AnimElem = 19)|| (AnimElem = 20)
trigger6 = (AnimElem = 21)|| (AnimElem = 22)|| (AnimElem = 23)|| (AnimElem = 24)
trigger7 = (AnimElem = 25)|| (AnimElem = 26)|| (AnimElem = 27)|| (AnimElem = 28)
trigger8 = (AnimElem = 29)|| (AnimElem = 30)|| (AnimElem = 31)|| (AnimElem = 32)
value = 1

[State 867, 僄僼僃僋僩]
type = ExPlod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 15
trigger6 = AnimElem = 19
trigger7 = AnimElem = 22
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
anim = 15004
Pos = 40, -30
sprpriority = 5

[State 867, 壒]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 15
trigger6 = AnimElem = 19
trigger7 = AnimElem = 22
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
value = 4, 0

[State 867,墝]
type = Explod
trigger1 = Time = 8 || Time = 11 || Time = 15
trigger2 = Time = 16 || Time = 18 || Time = 22
trigger3 = Time = 26 || Time = 27 || Time = 31
trigger4 = Time = 35 || Time = 38 || Time = 40
trigger5 = Time = 43 || Time = 46 || Time = 50
trigger6 = Time = 55 || Time = 58 || Time = 61
trigger7 = AnimTime = 0
anim = 16000
pos = 30, -40
random = 50 , 30
postype = p1
sprpriority = 3
ownpal = 1

[State 867]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = RoundState = 3
value = 868

;--------------------------------------------------------------------------
;揚廂
[Statedef 868]
type    = S
movetype= A
physics = N
juggle  = 1
velset = Ifelse(Parent,IsHelper=0,-8.5,-6.5),0
ctrl = 0
anim = 865
poweradd = 0
sprpriority = 4

[State 868]
type = turn
trigger1 = time = 0

[State 868]
type = VarSet
trigger1 = time = 1
var(1) = 0

[State 868]
type = DestroySelf
trigger1 = ScreenPos X < -60 
trigger2 = ScreenPos X > 360 

;--------------------------------------------------------------------------
;堏摦乮屇傃弌偝傟乯
[Statedef 869]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 869
poweradd = 0
sprpriority = 4
facep2 = 1

[State 869]
type = PosSet
trigger1 = 1
y = 0

[State 869]
type = OffSet
trigger1 = AnimElemTime(9) < 0 
x = (34-Time)*10*(-Facing)

[State 869]
type = ChangeState
trigger1 = AnimTime = 0
value = 867

;==========================================================================
;傾儖僩
;==========================================================================
;巒摦
[Statedef 875]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 8,-6
ctrl = 0
anim = 875
poweradd = 0
sprpriority = 4
facep2 = 1

[State 875]
type = StateTypeSet
trigger1 = Root,StateNo != [860, 861]
movetype = I

[State 875, 僸僢僩掕媊]
type = HitDef
triggerall = Root,StateNo = 860
trigger1 = time >= 1
attr = S, HA
damage = Ceil((2*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),0 ;(2,1) 
animtype = Mediumt
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 1, Hit
pausetime = 0, 0
sparkno = s15004
guard.sparkno = s15006
sparkxy = -20, 0
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 50
guard.slidetime = 11
ground.hittime  = 50
guard.hittime  = 11
air.hittime = 50
ground.velocity = 0, 0
air.velocity = 0,0
Kill = 0
fall.xvelocity = -1
fall.yvelocity = -2
ID = Ifelse(Root,var(14)=0,860,Ifelse(Root,var(20)=0,45000,860))

[State 875]
type = TargetDrop
trigger1 = NumTarget(860) >= 2
excludeID = 860
keepone = 1

[State 875]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 875, 償傽僀僞儖僜乕僗]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 875, 捠忢]
type = TargetState
triggerall = NumTarget(860)
trigger1 = MoveHit = 1
value = 895
ctrl = 0
ID = 860
ignorehitpause = 1
persistent = 0

[State 875]
type = ChangeState
triggerall = MoveHit = 1
trigger1 = NumTarget(860)
trigger2 = NumTarget(45000)
value = 877

[State 875]
type = VelAdd
triggerall = Root,var(1) = 2
trigger1 = time >= 1
y = 1

[State 875]
type = VelAdd
triggerall = Root,var(1) >= 3
trigger1 = time >= 1
y = 0.35

[State 875]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 876

[State 875]
type = PosSet
trigger1 =  Pos Y >= 0
y = 0

[State 875]
type = ChangeState
trigger1 =  Pos Y >= 0
value = 880

;--------------------------------------------------------------------------
;僈乕僪
[Statedef 876]
type    = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 876
poweradd = 0
sprpriority = 4

[State 876]
type = VelSet
trigger1 = AnimElem = 2
x = 3
y = -6

[State 876]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.6

[State 876]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 880

;--------------------------------------------------------------------------
;峌寕僸僢僩屻懸婡
[Statedef 877]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 877
poweradd = 0
sprpriority = 2

[State 877]
type = BindToTarget
trigger1 = 1
pos = 0, -5, head

[State 1631]
type = TargetState
triggerall = NumTarget(860)
trigger1 = time = 1
value = 895
ID = 860

[State 1631]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = time = 1
value = 895
ID = 45000

[State 877]
type = ChangeState
trigger1 = Root,StateNo != [860, 861]
value = 876

;僺僐屇傃弌偟
[State 8651,僺僐]
type = Helper
trigger1 = !NumHelper(865)
name = "Piko"
ID = 865
pos = -30, 0
postype = P1
stateno = 869

;儖乕僔乕屇傃弌偟
[State 877,儖乕僔乕]
type = Helper
trigger1 = !NumHelper(885)
name = "Lucy"
ID = 885
pos = 50, 0
postype = P1
stateno = 885
facing = -1

;僌儗僀僗屇傃弌偟
[State 877,僌儗僀僗]
type = Helper
trigger1 = !NumHelper(890)
name = "Grace"
ID = 890
pos = -30, 0
postype = P1
stateno = 890
facing = 1

[State 877]
type = ChangeState
trigger1 = AnimTime = 0
value = 878

;--------------------------------------------------------------------------
;峌寕奐巒
[Statedef 878]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 878
poweradd = 0
sprpriority = 2

[State 878, 僄僼僃僋僩]
type = ExPlod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 22
trigger4 = AnimElem = 30
anim = 15004
Pos = 0, 5
sprpriority = 5

[State 878, 壒]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 22
trigger4 = AnimElem = 30
value = 4, 0

;---------------860

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = (Time = 3) || (Time = 4) || (Time = 6) || (Time = 7)
trigger2 = (Time = 8) || (Time = 9) || (Time = 11)|| (Time = 12)
trigger3 = (Time = 13)|| (Time = 14)|| (Time = 16)|| (Time = 17)
value = - Ceil(((1*6.67)+((1*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 0
absolute = 1

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = (Time = 18)|| (Time = 19)|| (Time = 21)|| (Time = 22)
trigger2 = (Time = 23)|| (Time = 24)|| (Time = 26)|| (Time = 29)
trigger3 = (Time = 30)|| (Time = 32)|| (Time = 34)|| (Time = 36)
trigger4 = (Time = 38)|| (Time = 40)|| (Time = 42)|| (Time = 44)
trigger5 = (Time = 46)
value = - Ceil(((0.5*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 0
absolute = 1

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = (Time = 48)|| (Time = 50)|| (Time = 52)
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 0
absolute = 1

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(860)
triggerall = Target(860),movetype = H 
trigger1 = Time = 54
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 860
kill = 1
absolute = 1

;---------------45000

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = (Time = 3) || (Time = 4) || (Time = 6) || (Time = 7)
trigger2 = (Time = 8) || (Time = 9) || (Time = 11)|| (Time = 12)
trigger3 = (Time = 13)|| (Time = 14)|| (Time = 16)|| (Time = 17)
value = - Ceil(((1*6.67)+((1*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 0
absolute = 1

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = (Time = 18)|| (Time = 19)|| (Time = 21)|| (Time = 22)
trigger2 = (Time = 23)|| (Time = 24)|| (Time = 26)|| (Time = 29)
trigger3 = (Time = 30)|| (Time = 32)|| (Time = 34)|| (Time = 36)
trigger4 = (Time = 38)|| (Time = 40)|| (Time = 42)|| (Time = 44)
trigger5 = (Time = 46)
value = - Ceil(((0.5*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 0
absolute = 1

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = (Time = 48)|| (Time = 50)|| (Time = 52)
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 0
absolute = 1

[State 878, 僟儊乕僕]
type = TargetLifeAdd
triggerall = Parent,IsHelper = 0
triggerall = NumTarget(45000)
triggerall = Target(45000),movetype = H 
trigger1 = Time = 54
value = - Ceil(((1*6.67)+((0*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1)))))*(Root,const(data.attack)*0.01))
ID = 45000
kill = 1
absolute = 1

;-----------

[State 878]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = RoundState = 3
value = 879

;--------------------------------------------------------------------------
;旘傃崀傝
[Statedef 879]
type    = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
anim = 875
poweradd = 0
sprpriority = 2

[State 879]
type = VelSet
trigger1 = AnimElem = 1
x = 3.5
y = -8.8

[State 879]
type = VelAdd
trigger1 = 1
y = 0.6

[State 879]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 879]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 880

;--------------------------------------------------------------------------
;揚廂
[Statedef 880]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 880
poweradd = 0
sprpriority = 2

[State 880]
type = PosSet
trigger1 = 1
y = 0

[State 880]
type = turn
trigger1 = AnimElem = 3

[State 880]
type = VelSet
trigger1 = AnimElem = 3
x = 5.5

[State 880]
type = DestroySelf
trigger1 = ScreenPos X < -60 
trigger2 = ScreenPos X > 360 

;--------------------------------------------------------------------------
;堏摦(屇傃弌偝傟)
[Statedef 881]
type    = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 881
poweradd = 0
sprpriority = 2

[State 881]
type = OffSet
trigger1 = AnimElemTime(2) < 0
y = (Time-10)*20

[State 881]
type = ChangeState
trigger1 = AnimTime = 0
value = 878

;==========================================================================
;儖乕僔乕
;==========================================================================
;堏摦
[Statedef 885]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 885
poweradd = 0
sprpriority = 4

[State 885]
type = PosSet
trigger1 = Time = 0
y = 0

[State 885]
type = OffSet
trigger1 = AnimElemTime(4) < 0 
x = (16-Time)*20*(-Facing)
y = -(10-abs(Time-10))*2.5

[State 885]
type = ChangeState
trigger1 = AnimTime = 0
value = 886

;--------------------------------------------------------------------------
;峌寕奐巒
[Statedef 886]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 886
poweradd = 0
sprpriority = 4
facep2 = 1

[State 886, 僄僼僃僋僩]
type = ExPlod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
anim = 15004
Pos = 40, -45
sprpriority = 5

[State 886, 壒]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
value = 4, 0

[State 886]
type = ChangeState
trigger1 = Animtime = 0
trigger2 = RoundState = 3
value = 887

;--------------------------------------------------------------------------
;揚廂
[Statedef 887]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 887
poweradd = 0
sprpriority = 4

[State 887]
type = OffSet
trigger1 = Time > 2
x = (Time-2)*23*(-Facing)
y = -(12-abs(Time-12))*1.75

[State 887]
type = DestroySelf
trigger1 = Animtime = 0

;==========================================================================
;僌儗僀僗
;==========================================================================
;堏摦
[Statedef 890]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 890
poweradd = 0
sprpriority = 2

[State 890]
type = PosSet
trigger1 = Time = 0
y = 0

[State 890]
type = OffSet
trigger1 = AnimElemTime(2) < 0 
x = (17-Time)*20*(-Facing)
y = -(10-abs(Time-10))*2.5

[State 890]
type = ChangeState
trigger1 = AnimTime = 0
value = 891

;--------------------------------------------------------------------------
;峌寕奐巒
[Statedef 891]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 891
poweradd = 0
sprpriority = 2
facep2 = 1

[State 891, 壒]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
trigger5 = AnimElem = 15
trigger6 = AnimElem = 18
trigger7 = AnimElem = 21
trigger8 = AnimElem = 24
trigger9 = AnimElem = 27
trigger10 = AnimElem = 30
trigger11 = AnimElem = 33
value = 4, 0

[State 891]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = RoundState = 3
value = 892

;--------------------------------------------------------------------------
;揚廂
[Statedef 892]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 892
poweradd = 0
sprpriority = 2

[State 892]
type = OffSet
trigger1 = 1
x = (Time+1)*23*(-Facing)
y = -(12-abs(Time-12))*1.75

[State 892]
type = DestroySelf
trigger1 = Animtime = 0

;==========================================================================
;憡庤
;==========================================================================
[Statedef 895]
type    = S
movetype= H
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 5000
poweradd = 0
sprpriority = 1
facep2 = 1

[State 895]
trigger1 = 1 
type = NotHitBy 
value = SCA 

[State 895]
type = PlayerPush
trigger1 = 1
value = 0

[State 895]
type = PosSet
trigger1 = 1
y = 0

[State 895]
type = ChangeAnim
triggerall = Anim = 5000
triggerall = Time = 77
trigger1 = SelfAnimExist(7697)
value = 7697

[State 895]
type = ChangeAnim
triggerall = Anim = 5000
triggerall = Time = 77
trigger1 = !SelfAnimExist(7697)
trigger1 = SelfAnimExist(5300)
value = 5300

[State 895]
type = SelfState
trigger1 = time = 110
value = 5100
