[Statedef 1000]
type     = C
movetype = I
physics  = C
anim = 1000
ctrl = 0
sprpriority = -4

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 1000, Hitoverride]
type = Hitoverride
trigger1 = parent,var(24) = 1
attr = SCA,AA,AP
stateno = 1001
time = -1

[State 1000, Hitby]
type = Hitby
trigger1 = parent,var(24) = 1
value = SCA,AA,AP

[State 1000, Hitby]
type = Hitby
trigger1 = parent,var(24) = 0
value = 

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = 0
trigger1 = roundstate < 2

;ݒu
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 0, 0

;Ώۂ߂ɋƋN
[State 1000, ChangeState]
type = ChangeState
triggerall = roundstate >= 2
triggerall = time >= parent,var(18)
triggerall = parent,var(19) = 1
trigger1 = parent,var(13) = 0 || parent,var(13) = 2
trigger1 = enemynear,pos x = [-40,40]
trigger1 = enemynear,pos y = [-5,5]
trigger2 = parent,var(13) = 1 || parent,var(13) = 2
trigger2 = numpartner
trigger2 = partner,pos y = [-5,5]
trigger2 = (pos x) - (partner,pos x) = [-40,40]
value = 1001

;_ŋN
[State 1000, ChangeState]
type = ChangeState
triggerall = roundstate >= 2
triggerall = time >= parent,var(18)
trigger1 = random < parent,var(20)
value = 1001

;IɋN
[State 1000, ChangeState]
type = ChangeState
trigger1 = 0
trigger1 = roundstate > 2
value = 1001

;-------------------------------------------------
[Statedef 1001]
type     = C
movetype = I
physics  = C
ctrl = 0
sprpriority = -4

[State 1001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 1001, Hitby]
type = Hitby
trigger1 = 1
value = 

[State 1001, DestroySelf]
type = DestroySelf
trigger1 = time > 2

[State 1001, EnvShake]
type = EnvShake
trigger1 = time = 1
time = 10
freq = 60
ampl = -4
phase = 0

;
[State 1001, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 0, 1

[State 1001, Projectile]
type = Projectile
triggerall = parent,var(13) = 0 ;yn̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(14) = 0 ;yñK[hہz@0:K[h\ 1:K[hs\
trigger1 = time = 1
projID = 1000
projanim = 1001 + parent,var(22)
projremove = 0
projremovetime = 25 + 8*(parent,var(22))
attr = C,SP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(15)),(parent,var(15))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S10 ,0
guardsound = S20, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(21)*(parent,var(16))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(21)
airguard.velocity = 0, -0.1*parent,var(21)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(16)
kill = parent,var(17)
numhits = 0

[State 1001, Projectile]
type = Projectile
triggerall = parent,var(13) = 1 ;yn̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(14) = 0 ;yñK[hہz@0:K[h\ 1:K[hs\
trigger1 = time = 1
projID = 1000
projanim = 1001 + parent,var(22)
projremove = 0
projremovetime = 25 + 8*(parent,var(22))
attr = C,SP
hitflag = MAFD
guardflag = MA
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(15)),(parent,var(15))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S10 ,0
guardsound = S20, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(21)*(parent,var(16))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(21)
airguard.velocity = 0, -0.1*parent,var(21)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(16)
kill = parent,var(17)
numhits = 0

[State 1001, Projectile]
type = Projectile
triggerall = parent,var(13) = 2 ;yn̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(14) = 0 ;yñK[hہz@0:K[h\ 1:K[hs\
trigger1 = time = 1
projID = 1000
projanim = 1001 + parent,var(22)
projremove = 0
projremovetime = 25 + 8*(parent,var(22))
attr = C,SP
hitflag = MAFD
guardflag = MA
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(15)),(parent,var(15))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S10 ,0
guardsound = S20, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(21)*(parent,var(16))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(21)
airguard.velocity = 0, -0.1*parent,var(21)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(16)
kill = parent,var(17)
numhits = 0

[State 1001, Projectile]
type = Projectile
triggerall = parent,var(13) = 0 ;yn̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(14) = 1 ;yñK[hہz@0:K[h\ 1:K[hs\
trigger1 = time = 1
projID = 1000
projanim = 1001 + parent,var(22)
projremove = 0
projremovetime = 25 + 8*(parent,var(22))
attr = C,SP
hitflag = MAFD
guardflag = 
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(15)),(parent,var(15))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S10 ,0
guardsound = S20, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(21)*(parent,var(16))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(21)
airguard.velocity = 0, -0.1*parent,var(21)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(16)
kill = parent,var(17)
numhits = 0

[State 1001, Projectile]
type = Projectile
triggerall = parent,var(13) = 1 ;yn̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(14) = 1 ;yñK[hہz@0:K[h\ 1:K[hs\
trigger1 = time = 1
projID = 1000
projanim = 1001 + parent,var(22)
projremove = 0
projremovetime = 25 + 8*(parent,var(22))
attr = C,SP
hitflag = MAFD
guardflag = 
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(15)),(parent,var(15))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S10 ,0
guardsound = S20, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(21)*(parent,var(16))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(21)
airguard.velocity = 0, -0.1*parent,var(21)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(16)
kill = parent,var(17)
numhits = 0

[State 1001, Projectile]
type = Projectile
triggerall = parent,var(13) = 2 ;yn̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(14) = 1 ;yñK[hہz@0:K[h\ 1:K[hs\
trigger1 = time = 1
projID = 1000
projanim = 1001 + parent,var(22)
projremove = 0
projremovetime = 25 + 8*(parent,var(22))
attr = C,SP
hitflag = MAFD
guardflag = 
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(15)),(parent,var(15))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S10 ,0
guardsound = S20, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(21)*(parent,var(16))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(21)
airguard.velocity = 0, -0.1*parent,var(21)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(16)
kill = parent,var(17)
numhits = 0

;-----------------------------------------------------------------------------
;ۃmR

[Statedef 1010]
type     = C
movetype = A
physics  = C
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, VelSet]
type = VelSet
trigger1 = 1
x = 0.1 * parent,var(39)
y = 0

[State 1010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 1010, Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1010
time = -1

[State 1010, Hitby]
type = Hitby
trigger1 = 1
value = 

[State 1010, DestroySelf]
type = DestroySelf
trigger1 = 0
trigger1 = roundstate < 2
trigger2 = FrontEdgeDist < -50

;ۃmR̉
[State 1010, PlaySnd]
type = PlaySnd
trigger1 = 0
trigger1 = time = 1
value = 0, 2

[State 1010, Hitdef]
type = Hitdef
triggerall = parent,var(33) = 0 ;yۃmR̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(34) = 0 ;yۃmR̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%60 = 1
attr = C,SA
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(35)),(parent,var(35))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S1 ,0
guardsound = S1, 1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(38)*(parent,var(36))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(38)
airguard.velocity = 0, -0.1*parent,var(38)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(36)
kill = parent,var(37)
numhits = 0

[State 1010, Hitdef]
type = Hitdef
triggerall = parent,var(33) = 1 ;yۃmR̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(34) = 0 ;yۃmR̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%60 = 1
attr = C,SA
hitflag = MAFD
guardflag = MA
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(35)),(parent,var(35))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S1 ,0
guardsound = S1, 1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(38)*(parent,var(36))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(38)
airguard.velocity = 0, -0.1*parent,var(38)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(36)
kill = parent,var(37)
numhits = 0

[State 1010, Hitdef]
type = Hitdef
triggerall = parent,var(33) = 2 ;yۃmR̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(34) = 0 ;yۃmR̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%60 = 1
attr = C,SA
hitflag = MAFD
guardflag = MA
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(35)),(parent,var(35))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S1 ,0
guardsound = S1, 1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(38)*(parent,var(36))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(38)
airguard.velocity = 0, -0.1*parent,var(38)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(36)
kill = parent,var(37)
numhits = 0

[State 1010, Hitdef]
type = Hitdef
triggerall = parent,var(33) = 0 ;yۃmR̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(34) = 1 ;yۃmR̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%60 = 1
attr = C,SA
hitflag = MAFD
guardflag = 
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(35)),(parent,var(35))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S1 ,0
guardsound = S1, 1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(38)*(parent,var(36))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(38)
airguard.velocity = 0, -0.1*parent,var(38)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(36)
kill = parent,var(37)
numhits = 0

[State 1010, Hitdef]
type = Hitdef
triggerall = parent,var(33) = 1 ;yۃmR̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(34) = 1 ;yۃmR̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%60 = 1
attr = C,SA
hitflag = MAFD
guardflag = 
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(35)),(parent,var(35))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S1 ,0
guardsound = S1, 1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(38)*(parent,var(36))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(38)
airguard.velocity = 0, -0.1*parent,var(38)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(36)
kill = parent,var(37)
numhits = 0

[State 1010, Hitdef]
type = Hitdef
triggerall = parent,var(33) = 2 ;yۃmR̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(34) = 1 ;yۃmR̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%60 = 1
attr = C,SA
hitflag = MAFD
guardflag = 
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(35)),(parent,var(35))
getpower = 0, 0
givepower = 0, 0
pausetime = 1, 1
guard.pausetime = 2, 2
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S1 ,0
guardsound = S1, 1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, -0.1*parent,var(38)*(parent,var(36))
guard.velocity = 0
air.velocity = 0, -0.1*parent,var(38)
airguard.velocity = 0, -0.1*parent,var(38)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(36)
kill = parent,var(37)
numhits = 0

;-----------------------------------------------------------------------------
;Xe[WE[

[Statedef 30000]
type=A
movetype=I
physics=N
ctrl=0
anim=0;\ȂAnimȂALSGƉeAs͕sv
sprpriority=0
velset=10, 0;xBprojectilê̂Ɠɂ

[State 30000, Safety];ꉞ
type=selfstate
trigger1=!ishelper
value=0

[State 30000];펞SG
type=Nothitby
trigger1=1
value=SCA

[State 30000];ʂɂƂȂ
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 30000];pѓˏo
type=Projectile
trigger1=time=0
projID=30001
projanim=0
velocity=10, 0;փp[̏xƓ
projpriority=4
projsprpriority=2
projstagebound=0;0IXX
projedgebound=99999
offset=0, 0
postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=-1

[State -2];seB
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2];ѓ~B
type=velset
trigger1=!(root,numprojID(30001));wp[oprojectile{̊ǗɂȂ̂ŁAuroot,vYȂ悤
x=0
y=0

[State 30000, Explod]
type = Explod
triggerall = parent,var(49) = 1
trigger1 = time > 0
trigger1 = vel x = 0
trigger1=!(root,numprojID(30001))
trigger1=numexplod(1040) = 0
anim = 1040
ID = 1040
pos = 0, parent,var(50)
postype = p1
facing = -1
bindtime = -1
removetime = -1
scale = 0.1*parent,var(42), 0.1*parent,var(42)
sprpriority = -4
ownpal = 1

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1030) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 0 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 0 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1030
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1030) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 1 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 0 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1030
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1030) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 2 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 0 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1030
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1030) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 0 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 1 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1030
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = 
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1030) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 1 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 1 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1030
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = 
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1030) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 2 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 1 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1030
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = 
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

;-----------------------------------------------------------------------------
;Xe[W[

[Statedef 30010]
type=A
movetype=I
physics=N
ctrl=0
anim=0;\ȂAnimȂALSGƉeAs͕sv
sprpriority=0
velset=10, 0;xBprojectilê̂Ɠɂ

[State 30010, Safety];ꉞ
type=selfstate
trigger1=!ishelper
value=0

[State 30010];펞SG
type=Nothitby
trigger1=1
value=SCA

[State 30010];ʂɂƂȂ
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 30010];pѓˏo
type=Projectile
trigger1=time=0
projID=30011
projanim=0
velocity=10, 0;փp[̏xƓ
projpriority=4
projsprpriority=2
projstagebound=0;0IXX
projedgebound=99999
offset=0, 0
postype=left
supermovetime=99999
pausemovetime=99999
projremovetime=-1

[State -2];seB
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2];ѓ~B
type=velset
trigger1=!(root,numprojID(30011));wp[oprojectile{̊ǗɂȂ̂ŁAuroot,vYȂ悤
x=0
y=0

[State 30000, Explod]
type = Explod
triggerall = parent,var(49) = 1
trigger1 = time > 0
trigger1 = vel x = 0
trigger1=!(root,numprojID(30011))
trigger1=numexplod(1040) = 0
anim = 1040
ID = 1040
pos = 0, parent,var(50)
postype = p1
facing = -1
bindtime = -1
removetime = -1
scale = 0.1*parent,var(42), 0.1*parent,var(42)
sprpriority = -4
ownpal = 1

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1031) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 0 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 0 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1031
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1031) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 1 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 0 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1031
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1031) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 2 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 0 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1031
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1031) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 0 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 1 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1031
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = 
affectteam = E
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1031) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 1 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 1 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1031
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = 
affectteam = F
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

[State 30000, Projectile]
type = Projectile
triggerall = Root,NumProjID(30001) = 0
triggerall = Root,NumProjID(30011) = 0
triggerall = Root,NumProjID(1031) = 0
triggerall = parent,var(41) = 1
triggerall = parent,var(43) = 2 ;yd̍UΏہz@@0:Ĝ 1:̂ 2:G
triggerall = parent,var(44) = 1 ;yd̃K[hہz@0:K[h\ 1:K[hs\
trigger1 = time%25 = 20
projID = 1031
projanim = 1030
projscale = 0.1*parent,var(42), 0.1*parent,var(42)
projremove = 0
projremovetime = 60
projedgebound = 999999
projstagebound = 999999
attr = S,SP
hitflag = MAFD
guardflag = 
affectteam = B
animtype = Light
air.animtype = Back
damage = 5*(parent,var(45)),(parent,var(45))
getpower = 0, 0
givepower = 0, 0
pausetime = 21, 21
guard.pausetime = 22, 22
sparkno = S2000
guard.sparkno = S2100
sparkxy = -60, 20
hitsound = S2 ,0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 4, -0.1*parent,var(48)*(parent,var(46))
guard.velocity = 1
air.velocity = 4, -0.1*parent,var(48)
airguard.velocity = 4, -0.1*parent,var(48)
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
fall = parent,var(46)
kill = parent,var(47)
numhits = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
p2stateno = 35000

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

