;恀嬻攇摦対
[Statedef 3100]
type    = S
movetype = A
physics = N
anim = 3100
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1120-(!var(2))*160
facep2 = 1
sprpriority = 1

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1000,1030]
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1100,1130]
trigger2 = prevstateno = [1400,1420]
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = var(38)
trigger1 = prevstateno = 3000
fvar(27) = 0.70

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = var(16)
trigger1 = prevstateno = 3200
fvar(27) = 0.80

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(13)>=0)&&(animelemtime(16)<0))

[State -2, CornerPush]
type = VarSet
trigger1 = fvar(1)
trigger1 = time = 0
fvar(1) = fvar(1)*.8

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(38) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 51

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(-47*const(size.xscale)),ceil(-149*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 144,floor(screenpos y)-ceil(149*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = -24, -87
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = animelemtime(11) = 0
anim = 3110
ID = 3110
pos = ceil(-47*const(size.xscale)),ceil(-149*const(size.yscale))
postype = p1
bindtime = -1
supermove = 1
sprpriority = 2
ownpal = 1
removetime = 30
removeongethit = 1
scale = const(size.xscale)*.8,const(size.yscale)*.8

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(3110)
trigger1 = animelemtime(12) = 0
id = 3110
postype = p1
pos = ceil(-40*const(size.xscale)),ceil(-141*const(size.yscale))

[State 3000]
type = removeexplod
trigger1 = numexplod(3110)
trigger1 = animelemtime(13) = 0
ID = 3110

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

[State -2, AfterImage]
type = AfterImage
trigger1 = AnimelemTime(23) = 1
time = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 0,14+(helper(30000),var(13))*100
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(12) = 0
value = 0,9+(helper(30000),var(13))*100
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelemtime(13) = 0
value = 1000, 1
volume = -100

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(12) < 0
edge = 0,ceil(13*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(15*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(18*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(14) >= 0
trigger1 = animelemtime(21) < 0
edge = 0,ceil(19*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(21) >= 0
trigger1 = animelemtime(22) < 0
edge = 0,ceil(15*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(13) = 0
x = 3*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(12) = 0
x = 2*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = 1*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(21) = 0
x = -4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(22) = 0
x = -15*const(size.xscale)

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(13) = 0
id = 6200
name = "shinkuuhadou"
pos = ceil(25*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6200
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(56) = 0

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(23) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(16) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀嬻攇摦対乮旘傃摴嬶乯侾抜栚
[Statedef 6200]
type = A
movetype = A
physics = N
ctrl = 0
anim = 6200
velset = 0,0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(39) = parent,fvar(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,const(size.xscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(5) = parent,const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(27) = parent,fvar(27)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State 6000, Velocity]
type = VelSet
trigger1 = time = 0
x = 8.0*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6210

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = 1
attr = A, HP
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 10
ground.hittime = 13
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -5.0*fvar(4)
guard.velocity = -5.0*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-9.6*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
forcestand = 1
ID = 6200
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6200)
trigger1 = target(6200),prevstateno = [7400,7410]
trigger1 = Target(6200),stateno = [5000,5020]
value = 7400

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6200)
var(18) = 1
ignorehitpause = 1

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6200)
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6200)
trigger1 = (target(6200),stateno = [5000,5020])||(target(6200),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6200)
trigger1 = (target(6200),stateno = [5000,5020])||(target(6200),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
time = 5
freq = 60
ampl = -3

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6200)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6200)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6200)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6200)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6200)
trigger1 = (target(6200),stateno = [5000,5020])||(target(6200),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6200)
trigger1 = (target(6200),stateno = [5000,5020])||(target(6200),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(10) = 0.60

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6200)
trigger1 = (target(6200),stateno = [5000,5020])||(target(6200),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = !var(47)
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6210

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀嬻攇摦対乮旘傃摴嬶乯俀抜栚
[Statedef 6210]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(39) = parent,fvar(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6220

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = !var(15)
trigger1 = !var(47)
attr = A, HP
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 13
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -5.0*fvar(4)
guard.velocity = -5.0*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-9.6*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
forcestand = 1
ID = 6210
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6210)
trigger1 = target(6210),prevstateno = [7400,7410]
trigger1 = Target(6210),stateno = [5000,5020]
value = 7410

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6210)
var(18) = 1
ignorehitpause = 1

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6210)
trigger1 = target(6210),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6210)
trigger1 = (target(6210),stateno = [5000,5020])||(target(6210),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6210)
trigger1 = (target(6210),stateno = [5000,5020])||(target(6210),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
time = 5
freq = 60
ampl = -3

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6210)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6210)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6210)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6210)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6210)
trigger1 = (target(6210),stateno = [5000,5020])||(target(6210),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6210)
trigger1 = (target(6210),stateno = [5000,5020])||(target(6210),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(10) = 0.60

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6210)
trigger1 = (target(6210),stateno = [5000,5020])||(target(6210),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = !var(47)
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6220

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀嬻攇摦対乮旘傃摴嬶乯俁抜栚
[Statedef 6220]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(39) = parent,fvar(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6230

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = !var(15)
trigger1 = !var(47)
attr = A, HP
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = low
ground.slidetime = 10
ground.hittime = 13
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -5.0*fvar(4)
guard.velocity = -5.0*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-9.6*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
forcestand = 1
ID = 6220
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6220)
trigger1 = target(6220),prevstateno = [7400,7410]
trigger1 = Target(6220),stateno = [5000,5020]
value = 7400

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6220)
var(18) = 1
ignorehitpause = 1

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6220)
trigger1 = target(6220),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6220)
trigger1 = (target(6220),stateno = [5000,5020])||(target(6220),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6220)
trigger1 = (target(6220),stateno = [5000,5020])||(target(6220),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
time = 5
freq = 60
ampl = -3

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6220)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6220)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6220)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6220)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6220)
trigger1 = (target(6220),stateno = [5000,5020])||(target(6220),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6220)
trigger1 = (target(6220),stateno = [5000,5020])||(target(6220),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(10) = 0.60

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6220)
trigger1 = (target(6220),stateno = [5000,5020])||(target(6220),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = !var(47)
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6230

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀嬻攇摦対乮旘傃摴嬶乯係抜栚
[Statedef 6230]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(39) = parent,fvar(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6240

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = !var(15)
trigger1 = !var(47)
attr = A, HP
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -5.0*fvar(4)
guard.velocity = -5.0*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-9.6*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
forcestand = 1
ID = 6230
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6230)
trigger1 = target(6230),prevstateno = [7400,7410]
trigger1 = Target(6230),stateno = [5000,5020]
value = 7410

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6230)
var(18) = 1
ignorehitpause = 1

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6230)
trigger1 = target(6230),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6230)
trigger1 = (target(6230),stateno = [5000,5020])||(target(6230),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6230)
trigger1 = (target(6230),stateno = [5000,5020])||(target(6230),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
time = 5
freq = 60
ampl = -3

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6230)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6230)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6230)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6230)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6230)
trigger1 = (target(6230),stateno = [5000,5020])||(target(6230),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6230)
trigger1 = (target(6230),stateno = [5000,5020])||(target(6230),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
fvar(10) = 0.60

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6230)
trigger1 = (target(6230),stateno = [5000,5020])||(target(6230),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7400,7410])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = !var(47)
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6240

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀嬻攇摦対乮旘傃摴嬶乯俆抜栚
[Statedef 6240]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(39) = parent,fvar(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6250

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = !var(15)
trigger1 = !var(47)
attr = A, HP
damage = ceil(65*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,8
guard.pausetime = 0,8
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = low
ground.slidetime = 10
ground.hittime = 13
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -10.0*fvar(4),ifelse(var(18)>=4,-9.6*fvar(5),0)
guard.velocity = -10.0*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-9.6*fvar(5)
fall = (var(18)>=4)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
forcestand = 1
ID = 6240
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6240)
trigger1 = target(6240),prevstateno = [7400,7410]
trigger1 = Target(6240),stateno = [5000,5020]
value = 7400

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6250

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀嬻攇摦対乮旘傃摴嬶乯乮徚柵乯
[Statedef 6250]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6010
movehitpersist = 1

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = numtarget(6240)
trigger1 = target,statetype = A
fvar(39) = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6240)
trigger1 = (target(6240),stateno = [5000,5099])||(target(6240),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6240)
trigger1 = (target(6240),stateno = [5000,5099])||(target(6240),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
time = 5
freq = 60
ampl = -3

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6240)
var(14) = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = NumTarget(6240)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6240)
trigger1 = (target(6240),stateno = [5000,5099])||(target(6240),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6240)
trigger1 = (target(6240),stateno = [5000,5099])||(target(6240),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
fvar(10) = 0.60

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6240)
trigger1 = (target(6240),stateno = [5000,5099])||(target(6240),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
var(41) = 3

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6240)
trigger1 = (target(6240),stateno = [5000,5099])||(target(6240),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6010, DestroySelf]
type = DestroySelf
triggerall = animelemtime(7) >= 6
trigger1 = !NumTarget
