;儊僥僆僗僩儔僀僋
[Statedef 3100]
type    = S
movetype = A
physics = N
anim = 3100+(facing=-1)*100000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1280
facep2 = 1
sprpriority = 1

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger1 = var(16)
fvar(27) = 0.65

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = 1100
fvar(27) = 0.65

[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<=61,1,0)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 60

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 60
movetime = 60
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(49*1.8*const(size.xscale)),ceil(-143*2.1*const(size.yscale))
postype = p1
facing = 1
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 44
anim = 7100
pos = ceil(49*1.8*const(size.xscale)),ceil(-143*2.1*const(size.yscale))
postype = p1
facing = 1
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Helper]
type = Helper
trigger1 = animelemtime(10) = 0
name = "hair"
pos = 0,0
postype = p1
stateno = 3110
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 0
supermove = 1
supermovetime = 99999999
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[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(59) = 1
time = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 0,11
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 3200, 0

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
x = 20*const(size.xscale)

[State -2, Helper]
type = Helper
trigger1 = !numhelper(3210)
trigger1 = time = 0
id = 3210
name = "toumei"
pos = -backedgedist,0
postype = p1
stateno = 3210
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Helper]
type = Helper
trigger1 = !numhelper(3211)
trigger1 = time = 0
id = 3211
name = "toumei"
pos = frontedgedist,0
postype = p1
stateno = 3210
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Helper]
type = null;Helper
trigger1 = !numhelper(3220)
trigger1 = time = 0
id = 3220
name = "gamenkotei"
pos = 160,0
postype = back
stateno = 3220
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999
size.height = 240
size.ground.back = 0
size.ground.front = 0
scale = const(size.xscale),const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 58
id = 6100
name = "meteo"
pos = ceil(10*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 66
id = 6101
name = "meteo"
pos = ceil(130*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 76
id = 6102
name = "meteo"
pos = ceil(20*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 84
id = 6103
name = "meteo"
pos = ceil(120*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 94
id = 6104
name = "meteo"
pos = ceil(30*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 102
id = 6105
name = "meteo"
pos = ceil(110*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 112
id = 6106
name = "meteo"
pos = ceil(40*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 118
id = 6107
name = "meteo"
pos = ceil(100*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 128
id = 6108
name = "meteo"
pos = ceil(40*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 136
id = 6109
name = "meteo"
pos = ceil(90*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 146
id = 6110
name = "meteo"
pos = ceil(40*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 150
id = 6111
name = "meteo"
pos = ceil(80*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 154
id = 6112
name = "meteo"
pos = ceil(40*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 158
id = 6113
name = "meteo"
pos = ceil(70*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 162
id = 6114
name = "meteo"
pos = ceil(40*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = time = 166
id = 6115
name = "meteo"
pos = ceil(60*1.8*const(size.xscale)),ceil(enemynear,pos Y-240)
postype = p1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2
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 -2, ChangeState]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(62) >= 1
value = 0
ctrl = 1

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(62) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(57) >= 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
;敮
[Statedef 3110]
type = S
ctrl = 0
velset = 0,0
anim = 10181
sprpriority = 2

[State -2, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3100
trigger2 = root,stateno = 3100
trigger2 = root,animelemtime(60) = 0

;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
;僷僀儘丒僋儕僆僉僱僔僗乮旘傃摴嬶乯
[Statedef 6100]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 6000+(ishelper(6100)||ishelper(6102)||ishelper(6104)||ishelper(6106)||ishelper(6108)||ishelper(6110)||ishelper(6112)||ishelper(6114))*5
sprpriority = 2

[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(39) = parent,var(39)

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

[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 = time = 0
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
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, VarSet]
type = VarSet
trigger1 = 1
fvar(29) = parent,fvar(29)

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 1000, 1

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6100)
trigger1 = time = 0
x = 5.0*fvar(4)
y = 8.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6101)
trigger1 = time = 0
x = 7.0*fvar(4)
y = 9.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6102)
trigger1 = time = 0
x = 5.0*fvar(4)
y = 8.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6103)
trigger1 = time = 0
x = 6.0*fvar(4)
y = 10.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6104)
trigger1 = time = 0
x = 5.0*fvar(4)
y = 12.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6105)
trigger1 = time = 0
x = 7.0*fvar(4)
y = 7.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6106)
trigger1 = time = 0
x = 4.0*fvar(4)
y = 13.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6107)
trigger1 = time = 0
x = 6.0*fvar(4)
y = 9.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6108)
trigger1 = time = 0
x = 7.0*fvar(4)
y = 10.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6109)
trigger1 = time = 0
x = 5.0*fvar(4)
y = 13.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6110)
trigger1 = time = 0
x = 6.0*fvar(4)
y = 7.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6111)
trigger1 = time = 0
x = 7.0*fvar(4)
y = 9.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6112)
trigger1 = time = 0
x = 4.0*fvar(4)
y = 12.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6113)
trigger1 = time = 0
x = 6.0*fvar(4)
y = 9.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6114)
trigger1 = time = 0
x = 7.0*fvar(4)
y = 14.0*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6115)
trigger1 = time = 0
x = 5.0*fvar(4)
y = 8.0*fvar(5)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6110

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = 1
attr = S, HP
damage = ceil(80*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26))
getpower = 0, 0 
givepower = 0, 0
animtype = back
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 12
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 12
guard.ctrltime = 13
ground.velocity = 2.5*ifelse(anim=6005,-1,1)*fvar(4),-8.5*fvar(5)
guard.velocity = -15.0*fvar(4)
air.type = Low
air.hittime = 14
air.velocity = 2.5*ifelse(anim=6005,-1,1)*fvar(4),-8.5*fvar(5)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 40*(anim=6000)
id = 6100
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = anim = 6005
trigger1 = movehit
trigger1 = numtarget(6100)
trigger1 = target(6100),stateno != [5800,5830]
trigger1 = target(6100),statetype != L
value = 5820
ignorehitpause = 1

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

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget
var(5) = 0

[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 -2, Attack_Up]
type = ParentVarSet
trigger1 = moveguarded
fvar(29) = 1.0

[State -2, Attack_Up]
type = ParentVarAdd
trigger1 = movehit
fvar(29) = -0.0625

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6110

[State 1010, changestate]
type = changestate
trigger1 = pos Y >= 0
value = 6120

[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
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)
fvar(36) = 0

[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
;僷僀儘丒僋儕僆僉僱僔僗乮旘傃摴嬶乯乮徚柵乯
[Statedef 6110]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = anim+10
movehitpersist = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
time = 5
freq = 60
ampl = -2

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6100)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6100)
var(14) = 1

[State 6000, VarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
var(15) = 12

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
fvar(10) = 0.73

[State 200, Juggle Check]
type = parentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
var(41) = 0

[State -2, VarSet]
type = VarSet
trigger1 = MoveHit
fvar(39) = 1

[State 6000, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
anim = 8170
pos = 0,0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[state -2, helper]
type = helper
triggerall = anim = 6010
triggerall = movehit
trigger1 = numtarget
trigger1 = target,stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = anim = 6015
triggerall = movehit
trigger1 = numtarget
trigger1 = target,stateno = [5800,5820]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5800,5820]
pos = 0,0
postype = left
stateno = 8700
helpertype = normal
name = "Freeze"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),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
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6010, DestroySelf]
type = DestroySelf
triggerall = !NumTarget
trigger1 = anim = 6010
trigger1 = animelemtime(15) >= 0
trigger2 = anim = 6015
trigger2 = animelemtime(12) >= 0

;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
;僷僀儘丒僋儕僆僉僱僔僗乮旘傃摴嬶乯乮徚柵乯
[Statedef 6120]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State -2, playsnd]
type = playsnd
trigger1 = time = 0
value = S3,1

[State 6000, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = time = 0
anim = 2500+(anim=6005)*10
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6010, DestroySelf]
type = DestroySelf
trigger1 = time = 0
