[Data]
Life = 100000000
Attack = 100
Defence = 100
Fall.Defence_Up = 50
Liedown.Time = 60
AirJuggle = 15
SparkNo = -1
Guard.SparkNo = -1
KO.Echo = 0
Volume = 255
IntPersistIndex = 59
FloatPersistIndex = 39

[Size]
xScale = 1.25
yScale = 1.0714285714285714285714285714286
Ground.Back = 0
Ground.Front = 0
Air.Back = 0
Air.Front = 0
Height = 0
Attack.Dist = 0
Proj.Attack.Dist = 0
Proj.DoScale = 1   
Head.Pos = 8, -4
Mid.Pos = 0, -4
ShadowOffset = 0
Draw.Offset = 0,0

[Velocity]
Walk.Fwd  = 0.9375
Walk.Back = -0.9375
Run.Fwd  = 2.5,0
Run.Back = -2.5,0
Jump.Neu = 0,0
Jump.Fwd = 0
Jump.Back = 0
RunJump.Fwd = 0,0
RunJump.Back = 0,0
AirJump.Neu = 0,0
AirJump.Fwd = 0
AirJump.Back = 0

[Movement]
AirJump.Num = 0
AirJump.Height = 0
yAccel = 0.46
Stand.Friction = 0.86
Crouch.Friction = 0.82

;---------------------------------------------------------------------------
[Statedef 0,stand]
Type = S
MoveType = I
VelSet = 0,0

[State 0]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

[State 0]
Type = ChangeState
Trigger1 = !IsHelper
Value = 5150

;---------------------------------------------------------------------------
[Statedef 10,stand to crouch]
Type = C
Physics = N

[State 10]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 11,crouching]
Type = C
Physics = N

[State 11]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 12,crouch to stand]
Type = S
Physics = N

[State 12]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 20,walk]
Type = S
Physics = N

[State 20]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 40,jump start]
Type = S
Physics = N

[State 40]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 45,air jump start]
Type = A
Physics = N

[State 45]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 50,jump up]
Type = A
Physics = N

[State 50]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 51,jump down]
Type = A
Physics = N

[State 51]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 52,jump land]
Type = S
Physics = N

[State 52]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 100,dash]
Type = S
Physics = N

[State 100]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 105,back step]
Type = A
Physics = N

[State 105]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 106,back step land]
Type = S
Physics = N

[State 106]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 110,run up]
Type = S
Physics = N

[State 110]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 115,run down]
Type = S
Physics = N

[State 115]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 120,guard start]
Type = U
Physics = N

[State 120]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 130,stand guard(guarding)]
Type = S
Physics = N

[State 130]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 131,crouch guard(guarding)]
Type = C
Physics = N

[State 131]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 132,air guard(guarding)]
Type = A
Physics = N

[State 132]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 140,guard end]
Type = U
Physics = N

[State 140]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 150,stand guard hit(shaking)]
Type = S
Physics = N

[State 150]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 151,stand guard hit(knocked back)]
Type = S
Physics = N

[State 151]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 152,crouch guard hit(shaking)]
Type = C
Physics = N

[State 152]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 153,crouch guard hit(knocked back)]
Type = C
Physics = N

[State 153]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 154,air guard hit(shaking)]
Type = A
Physics = N

[State 154]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 155,air guard hit(knocked back)]
Type = A
Physics = N

[State 155]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 170,time over(lose)]
Type = S

[State 170]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 175,time over(draw)]
Type = S

[State 175]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 180,win]
Type = S
Ctrl = 0
Anim = 181
VelSet = 0,0

[State 180]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

[State 180]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,1
AbsPan = 0
Persistent = 0

[State 180]
Type = AssertSpecial
Trigger1 = Time <= 180
Flag = RoundNotOver
Flag2 = NoMusic

;---------------------------------------------------------------------------
[Statedef 190,preintro]
Type = S
Ctrl = 0
VelSet = 0,0

[State 190]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

[State 190]
Type = ChangeState
Trigger1 = Time = 0
Value = 5150

;---------------------------------------------------------------------------
[Statedef 5000,hit stand shake]
Type = S
MoveType = H
Physics = N
VelSet = 0,0

[State 5000]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 2000+IsHelper(7236)

[State 5000]
Type = StateTypeSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(yVel) != 0 || GetHitVar(Fall)
Trigger2 = Pos y != 0
Statetype = A

[State 5000]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(yVel) = 0 && !GetHitVar(Fall)
Value = 5001

[State 5000]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5030

[State 5000]
Type = ForceFeedback
Trigger1 = 1
Persistent = 0
Time = 8
WaveForm = SineSquare
Ampl = 110,-1,-0.3

;---------------------------------------------------------------------------
[Statedef 5001,hit stand slide]
Type = S
MoveType = H
Pphysics = S

[State 5001]
Type = PosSet
Trigger1 = PrevStateNo = 5030
Trigger2 = PrevStateNo = 5035
y = 0

[State 5001]
Type = HitVelSet
TriggerAll = PrevStateNo != 5030
TriggerAll = PrevStateNo != 5035
Trigger1 = Time = 0
x = 1

[State 5001]
Type = ChangeAnim
TriggerAll = PrevStateNo != 5030
TriggerAll = PrevStateNo != 5035
Trigger1 = AnimTime = 0
Value = 2000+IsHelper(7236)

[State 5001]
Type = VelMul
Trigger1 = !HitOver
x = 0.85

[State 5001]
Type = VelSet
Trigger1 = HitOver
x = 0

[State 5001]
Type = DefenceMulSet
Trigger1 = HitOver
Value = 1

[State 5001]
Type = HitFallSet
Trigger1 = Life = 0
Trigger2 = !Alive
Value = 1

[State 5001]
Type = ChangeState
Trigger1 = Life = 0
Trigger2 = !Alive
Value = 5100

[State 5001]
Type = ChangeState
Trigger1 = HitOver
Value = 2000+IsHelper(7236)

;---------------------------------------------------------------------------
[Statedef 5010,hit crouch shake]
Type = C
MoveType = H
Physics = N
VelSet = 0,0

[State 5010]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 2000+IsHelper(7236)

[State 5010]
Type = StateTypeSet
TriggerAll = Time = 0
Trigger1 = GetHitVar(yVel) != 0 || GetHitVar(Fall)
Trigger2 = Pos y != 0
StateType = A

[State 5010]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(yVel) = 0 && !GetHitVar(Fall)
Value = 5011

[State 5010]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5030

[State 5010]
Type = ForceFeedback
Trigger1 = 1
Persistent = 0
Time = 8
WaveForm = SineSquare
Ampl = 110,-1,-0.3

;---------------------------------------------------------------------------
[Statedef 5011,hit crouch slide]
Type = C
MoveType = H
Physics = C

[State 5011]
Type = HitVelSet
Trigger1 = Time = 0
x = 1

[State 5011]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 2000+IsHelper(7236)

[State 5011]
Type = VelMul
Trigger1 = Time >= GetHitVar(SlideTime)
x = 0.6

[State 5011]
Type = VelSet
Trigger1 = HitOver
x = 0

[State 5011]
Type = DefenceMulSet
Trigger1 = HitOver
Value = 1

[State 5011]
Type = HitFallSet
Trigger1 = Life = 0
Trigger2 = !Alive
Value = 1

[State 5011]
Type = ChangeState
Trigger1 = Life = 0
Trigger2 = !Alive
Value = 5100

[State 5011]
Type = ChangeState
Trigger1 = HitOver
Value = 2000+IsHelper(7236)

;---------------------------------------------------------------------------
[Statedef 5020,hit air shake]
Type = A
MoveType = H
Physics = N
VelSet = 0,0

[State 5020]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 2000+IsHelper(7236)

[State 5020]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5030

[State 5020]
Type = ForceFeedback
Trigger1 = 1
Persistent = 0
Time = 8
WaveForm = SineSquare
Ampl = 110,-1,-0.3

;---------------------------------------------------------------------------
[Statedef 5030,hit air up]
Type = A
MoveType = H
Physics = N
Ctrl = 0

[State 5030]
Type = VelAdd
Trigger1 = 1
y = GetHitVar(yAccel)

[State 5030]
Type = HitVelSet
Trigger1 = Time = 0
x = 1
y = 1

[State 5030]
Type = HitFallSet
Trigger1 = Time = 0
Trigger1 = Pos y >= -30
Trigger1 = Vel y > 0
Trigger1 = GetHitVar(yVel) <= 0
Value = 0

[State 5030]
Type = HitFallSet
Trigger1 = Life = 0
Trigger2 = !Alive
Value = 1

[State 5030]
Type = ChangeState
TriggerAll = !HitFall
Trigger1 = HitOver
Value = 5040

[State 5030]
Type = ChangeState
TriggerAll = !HitFall
Trigger1 = Vel y > 0
Trigger1 = Pos y >= 0
Value = 5001

[State 5030]
Type = ChangeState
TriggerAll = HitFall
Trigger1 = HitOver
Trigger2 = Vel y > 0
Trigger2 = Pos y >= 10
Value = 5050

[State 5030]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 5035

;---------------------------------------------------------------------------
[Statedef 5035,hit air transition]
Type = A
MoveType = H
Physics = N

[State 5035]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Trigger1 = Anim != [5051,5059]
Trigger1 = Anim != 5090
Value = 5035

[State 5035]
Type = VelAdd
Trigger1 = 1
y = GetHitVar(yAccel)

[State 5035]
Type = HitFallSet
Trigger1 = Time = 0
Trigger1 = Pos y >= -20
Trigger1 = Vel y > 0
Trigger1 = GetHitVar(yVel) <= 0
Value = 0

[State 5035]
Type = HitFallSet
Trigger1 = Life = 0
Trigger2 = !Alive
Value = 1

[State 5035]
Type = ChangeState
TriggerAll = !HitFall
Trigger1 = HitOver
Value = 5040

[State 5035]
Type = ChangeState
TriggerAll = !HitFall
Trigger1 = Vel y > 0
Trigger1 = Pos y >= 0
Value = 5001

[State 5035]
Type = ChangeState
TriggerAll = HitFall
Trigger1 = HitOver
Trigger2 = AnimTime = 0
Trigger3 = Vel y > 0
Trigger3 = Pos y >= 10
Trigger4 = Time = 0
Trigger4 = Anim != 5035
Value = 5050

;---------------------------------------------------------------------------
[Statedef 5040,hit air recover]
Type = A
MoveType = H
Physics = N

[State 5040]
Type = ChangeState
Trigger1 = Life = 0
Trigger2 = !Alive
Value = 5050

[State 5040]
Type = ChangeAnim
Trigger1 = 1
Value = 1000+IsHelper(7236)

[State 5040]
Type = StateTypeSet
Trigger1 = HitOver
MoveType = I

[State 5040]
Type = VelAdd
Trigger1 = 1
y = GetHitVar(yAccel)

[State 5040]
Type = ChangeState
Trigger1 = Vel y > 0
Trigger1 = Pos y >= 0
Value = 2000+IsHelper(7236)

;---------------------------------------------------------------------------
[Statedef 5050,hit air fall]
Type = A
MoveType = H
Physics = N

[State 5050]
Type = ChangeAnim
Trigger1 = 1
Value = 2000+IsHelper(7236)

[State 5050]
Type = VelAdd
Trigger1 = 1
y = GetHitVar(yAccel)

[State 5050]
Type = ChangeState
Triggerall = Vel y > 0
Triggerall = Pos y >= -20
Triggerall = Alive
Triggerall = CanRecover
Trigger1 = Command = "recovery"
Value = 5200

[State 5050]
Type = ChangeState
TriggerAll = Vel y > -1
TriggerAll = Pos y > -150
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

[State 5050]
Type = ChangeState
Trigger1 = Vel y > 0
Trigger1 = Pos y >= ifElse((Anim = [5051,5059]) || (Anim = [5061,5069]), 0, 25)
Value = 5100

;---------------------------------------------------------------------------
[Statedef 5070,hit trip]
Type = A
MoveType = H
Physics = N
VelSet = 0,0

[State 5070]
Type = ChangeAnim 
Trigger1 = 1
Value = 2000+IsHelper(7236)

[State 5070]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5071

[State 5070]
Type = ForceFeedback
Trigger1 = Time = 0
Time = 12
WaveForm = SineSquare
Ampl = 140

;---------------------------------------------------------------------------
[Statedef 5071,hit trip fall]
Type = A
MoveType = H
Physics = N

[State 5071]
Type = HitVelSet
Trigger1 = Time = 0
x = 1
y = 1

[State 5071]
Type = VelAdd
Trigger1 = 1
y = GetHitVar(yAccel)

[State 5071]
Trigger1 = Vel y > 0
Trigger1 = Pos y >= 15
Type = ChangeState
Value = 5110

;---------------------------------------------------------------------------
[Statedef 5080,hit lie shake]
Type = L
MoveType = H
Physics = N
VelSet = 0,0

[State 5080]
Type = VarSet
Trigger1 = Time = 0
sysvar(2) = IfElse(GetHitVar(yVel) = 0, 5080, 5090)

[State 5080]
Type = VarAdd
Trigger1 = Time = 0
Trigger1 = (Anim = [5081,5089]) || (Anim = [5111,5119])
Trigger1 = SelfAnimExist(SysVar(2) + (Anim%10))
sysvar(2) = Anim%10

[State 5080]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = SysVar(2) = 5090
Trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
Type = ChangeAnim
Trigger1 = 1
Value = 2000+IsHelper(7236)

[State 5080]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(yVel) = 0
Value = 5081

[State 5080]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(yVel) != 0
Value = 5030

;---------------------------------------------------------------------------
[Statedef 5081,hit lie slide]
Type = L
MoveType = H
Physics = C

[State 5081]
Type = HitVelSet
Trigger1 = Time = 0
x = 1

[State 5081]
Type = VelSet
Trigger1 = HitOver
x = 0

[State 5081]
Type = VarSet
Trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
Type = ChangeState
Trigger1 = HitOver
Value = 5110

;---------------------------------------------------------------------------
[Statedef 5100,hit bounce]
Type = L
MoveType = H
Physics = N

[State 5100]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.yVel) = 0
Trigger1 = Vel x > 1
x = 1

[State 5100]
Type = FallEnvShake
Trigger1 = Time = 0

[State 5100]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = Floor(Vel y)

[State 5100]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 2000+IsHelper(7236)

[State 5100]
Type = PosSet
Trigger1 = Time = 0
y = 0

[State 5100]
Type = VelSet
Trigger1 = Time = 0
y = 0

[State 5100]
Type = VelMul
Trigger1 = Time = 0
x = 0.75

[State 5100]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.yVel) = 0
Value = 5110

[State 5100]
Type = GameMakeAnim
Trigger1 = Time = 1
Value = 60 + (SysVar(1) > 5) + (SysVar(1) > 14)
Pos = 0, 0
Under = SysVar(1) <= 14

[State 5100]
Type = HitFallDamage
Trigger1 = Time = 3

[State 5100]
Type = PlaySnd
Trigger1 = Time = 1
Value = f7, (SysVar(1) > 5) + (SysVar(1) > 14)

[State 5100]
Type = PosFreeze
Trigger1 = 1

[State 5100]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 5101

[State 5100]
Type = ForceFeedback
Trigger1 = Time = 0
WaveForm = SineSquare
Ampl = 128,-3,-0.2,0.005
Time = 20

;---------------------------------------------------------------------------
[Statedef 5101,hit bounce into air]
Type = L
MoveType = H
Physics = N

[State 5101]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 2000+IsHelper(7236)

[State 5101]
Type = HitFallVel
Trigger1 = Time = 0

[State 5101]
Type = PosSet
Trigger1 = Time = 0
y = 20

[State 5101]
Type = VelAdd
Trigger1 = 1
y = 0.4

[State 5101]
Type = ChangeState
Trigger1 = Vel y > 0
Trigger1 = Pos y >= 12
Value = 5110

;---------------------------------------------------------------------------
[Statedef 5110,hit lie down]
Type = L
MoveType = H
Physics = N

[State 5110]
Type = FallEnvShake
Trigger1 = Time = 0

[State 5110]
Type = ChangeAnim
Trigger1 = 1
Value = 2000+IsHelper(7236)

[State 5110]
Type = HitFallDamage
Trigger1 = Time = 0

[State 5110]
Type = PosSet
Trigger1 = Time = 0
y = 0

[State 5110]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.yVel) != 0
sysvar(1) = Floor(Vel y)

[State 5110]
Type = PlaySnd
Trigger1 = Time = 0
Trigger1 = !SysVar(0)
Value = f7, (SysVar(1) > 5) + (SysVar(1) > 14)

[State 5110]
Type = GameMakeAnim
Trigger1 = Time = 0
Trigger1 = !SysVar(0)
Value = 60 + (SysVar(1) > 5) + (SysVar(1) > 14)
Pos = 0,0
Under = SysVar(1) <= 14

[State 5110]
Type = VelSet
Trigger1 = Time = 0
y = 0

[State 5110]
Type = ChangeState
TriggerAll = !Alive
Trigger1 = AnimTime = 0
Trigger2 = SysVar(0)
Trigger3 = Anim = [5110,5119]
Value = 5150

[State 5110]
Type = VarSet
Trigger1 = SysVar(0)
Trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
Type = VelMul
Trigger1 = 1
x = 0.85

[State 5110]
Type = ForceFeedback
Trigger1 = Alive
Trigger1 = Time = 0
WaveForm = Sine
Ampl = 240
Time = 8

[State 5110]
Type = ForceFeedback
Trigger1 = !Alive
Trigger1 = Time = 0
WaveForm = Sine
Ampl = 200, 7, -0.467
Time = 30

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
Type = L
MoveType = I
Physics = N

[State 5120]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 2000+IsHelper(7236)

[State 5120]
Type = VelSet
Trigger1 = Time = 0
x = 0

[State 5120]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 5120]
Type = HitFallSet
Trigger1 = AnimTime = 0
Value = 1

[State 5120]
Type = NotHitBy
Trigger1 = AnimTime = 0
Value = , NT, ST, HT
Time = 12

[State 5120]
Type = NotHitBy
Trigger1 = AnimTime = 0
Value2 = SCA
Time = 3

[State 5120]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2000+IsHelper(7236)

;---------------------------------------------------------------------------
[Statedef 5150,hit lie dead]
Type = C
MoveType = I
Physics = N

[State 5150]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

[State 5150]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = NoStandGuard
Flag3 = NoCrouchGuard

[State 5150]
Type = VarAdd
Trigger1 = Var(0) > 0
Trigger1 = Var(2)%2 = 0
Trigger1 = PlayerIDExist(Var(0))
Trigger1 = PlayerID(Var(0)),StateNo = 3000
V = 2
Value = 1

[State 5150]
Type = VarAdd
Trigger1 = Var(1) > 0
Trigger1 = Var(2)%4 = [0,1]
Trigger1 = PlayerIDExist(Var(1))
Trigger1 = PlayerID(Var(1)),StateNo = 3001
V = 2
Value = 2

[State 5150]
Type = LifeSet
Trigger1 = 1
Value = 2-(Var(2)%2=1)-(Var(2)%4=[2,3])

[State 5150]
Type = ChangeState
Trigger1 = RoundState >= 3
Trigger1 = DrawGame
Trigger1 = PrevStateNo != 5150
Value = 5150

[State 5150]
Type = AssertSpecial
Trigger1 = RoundState >= 3
Trigger1 = DrawGame
Trigger1 = Time = [120,360]
Flag = NoMusic

[State 5150]
Type = PlaySnd
Trigger1 = RoundState >= 3
Trigger1 = DrawGame
Trigger1 = Time >= 120
Value = s0,1
AbsPan = 0
Persistent = 0

;---------------------------------------------------------------------------
[Statedef 5200,hit fall recover]
Type = A
MoveType = H
Physics = N

[State 5200]
Type = ChangeAnim
Trigger1 = 1
Value = 2000+IsHelper(7236)

[State 5200]
Type = VelAdd
Trigger1 = 1
y = GetHitVar(yAccel)

[State 5200]
Type = SelfState
Trigger1 = Vel y > 0
Trigger1 = Pos y >= 10
Value = 5201

;---------------------------------------------------------------------------
[Statedef 5201,hit fall recover on the ground]
Type = A
MoveType = H
Physics = A
Anim = 5200

[State 5201]
Type = Turn
Trigger1 = Time = 0
Trigger1 = P2Dist x < -5

[State 5201]
Type = VelSet
Trigger1 = Time = 0
x = -0.15
y = -3.5

[State 5201]
Type = PosSet
Trigger1 = Time = 0
y = 0

[State 5201]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 5201]
Type = PalFX
Trigger1 = Time = 0
Time = 3
Add = 128,128,128

[State 5201]
Type = GameMakeAnim
Trigger1 = Time = 1
Value = 60
Pos = 0,0
Under = 1

;---------------------------------------------------------------------------
[Statedef 5210,hit air fall recover]
Type = A
MoveType = I
Physics = N
Anim = 5210
Ctrl = 0

[State 5210]
Type = PalFX
Trigger1 = Time = 0
Time = 3
Add = 128,128,128

[State 5210]
Type = PosFreeze
Trigger1 = Time = 0
Value = 4

[State 5210]
Type = Turn
Trigger1 = Time = 0
Trigger1 = P2Dist x < -20

[State 5210] 
Type = VelMul
Trigger1 = Time = 4
x = 0.8
y = 0.8

[State 5210]
Type = VelAdd
Trigger1 = Time = 4
y = -4.5

[State 5210] 
Type = VelMul
Trigger1 = Time = 4
Trigger1 = Vel y > 0
y = 0.5

[State 5210]
Type = VelAdd
Trigger1 = Time = 4
Trigger1 = Vel y > -3
y = -2

[State 5210]
Type = VelAdd
Trigger1 = Time = 4
Trigger1 = Vel y > -2
y = -1

[State 5210]
Type = VelAdd
Trigger1 = Time = 4
Trigger1 = Command = "holdup"
y = -2

[State 5210]
Type = VelAdd
Trigger1 = Time = 4
Trigger1 = Command = "holddown"
y = 1.5

[State 5210]
Type = VelMul
Trigger1 = Time = 4
Trigger1 = Command = "holdfwd"
x = 1

[State 5210]
Type = VelAdd
Trigger1 = Time = 4
Trigger1 = Command = "holdback"
x = -1

[State 5210]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 15

[State 5210]
Type = VelAdd
Trigger1 = Time >= 4
y = 0.35

[State 5210]
Type = ChangeState
Trigger1 = Vel y > 0
Trigger1 = Pos y >= 0
Value = 2000+IsHelper(7236)

;---------------------------------------------------------------------------
[Statedef 5500,Continue?]
Type = S

[State 5500]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

;---------------------------------------------------------------------------
[Statedef 5900,initialize]
Type = S

[State 5900]
Type = VarRangeSet
Trigger1 = 1
Value = 0
Persistent = 0

[State 5900]
Type = VarRangeSet
Trigger1 = 1
FValue = 0
Persistent = 0

[State 5900]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

[State 5900]
Type = Helper
Trigger1 = Time = 0
ID = 999
StateNo = 999
Persistent = 0

[State 5900]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 5900]
Type = ChangeState
Trigger1 = NumHelper(7235)*NumHelper(7236)
Value = 5150

;---------------------------------------------------------------------------
[Statedef 999]

[State 999]
Type = Helper
Trigger1 = 1
ID = 7235
Name = "ikuchild"
HelperType = Player
KeyCtrl = 1
StateNo = 1000
Pos = -50,0
OwnPal = 1
Size.Height = Parent,ID
Persistent = 0

[State 999]
Type = Helper
Trigger1 = 1
ID = 7236
Name = "ikuchoro"
HelperType = Player
KeyCtrl = 1
StateNo = 1001
Pos = 0,0
OwnPal = 1
Size.Height = Parent,ID
Persistent = 0

[State 999]
Type = Helper
Trigger1 = 1
ID = 9999
Name = "camera"
StateNo = 9999
OwnPal = 1
Persistent = 0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 999]
Type = ParentVarSet
Trigger1 = NumHelper(7235)
V = 0
Value = Helper(7235),ID

[State 999]
Type = ParentVarSet
Trigger1 = NumHelper(7236)
V = 1
Value = Helper(7236),ID

[State 999]
Type = DestroySelf
Trigger1 = NumHelper(7235)*NumHelper(7236)

;---------------------------------------------------------------------------
[Statedef 1000]
Type = C
MoveType = I
Physics = S

[State 1000]
Type = PosSet
Trigger1 = PlayerIDExist(ID+1)
Trigger1 = PlayerID(ID+1),StateNo = 1001
x = PlayerID(ID+1),Pos x-50*Facing

[State 1000]
Type = ChangeAnim
Trigger1 = 1
Value = 1000
Elem = 3

[State 1000]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 1000]
Type = ChangeState
Trigger1 = PlayerIDExist(ID+1)
Trigger1 = (PlayerID(ID+1),StateNo=2001)+(PlayerID(ID+1),StateNo=4001)
Trigger1 = !Win
Value = 2000

;---------------------------------------------------------------------------
[Statedef 1001]
Type = C
MoveType = I
Physics = S

[State 1001]
Type = ChangeAnim
Trigger1 = 1
Value = 1001

[State 1001]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 1001]
Type = ChangeState
Trigger1 = PlayerIDExist(ID-1)
Trigger1 = (PlayerID(ID-1),StateNo=2000)+(PlayerID(ID-1),StateNo=4000)
Trigger1 = !Win
Value = 2001

;---------------------------------------------------------------------------
[Statedef 2000]
Type = C
MoveType = I
Physics = S
Anim = 1000

[State 2000]
Type = Turn
Trigger1 = Facing != 1

[State 2000]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 2000]
Type = PosSet
Trigger1 = 1
y = 0

[State 2000]
Type = VelSet
Trigger1 = 1
x = Const(Velocity.Run.Fwd.x)
y = 0

[State 2000]
Type = PlaySnd
Trigger1 = Time%12 = 11
Value = s0,2

[State 2000]
Type = ChangeState
Trigger1 = Life <= LifeMax-50
Value = 4000

[State 2000]
Type = Projectile
Trigger1 = 1
ProjID = 7235
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 120
Offset = 10,0
Velocity = 30,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 2000]
Type = Projectile
Trigger1 = 1
ProjID = 7235
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 120
Offset = 20,0
Velocity = 30,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 2000]
Type = ChangeState
Trigger1 = Win
Value = 1000

[State 2000]
Type = ChangeState
Trigger1 = Time >= 2
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),NumProjID(7235) = 2
Trigger1 = FrontEdgeBodyDist < 0
Value = 3000

;---------------------------------------------------------------------------
[Statedef 2001]
Type = C
MoveType = I
Physics = S
Anim = 1001

[State 2001]
Type = Turn
Trigger1 = Facing != 1

[State 2001]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 2001]
Type = PosSet
Trigger1 = 1
y = 0

[State 2001]
Type = VelSet
Trigger1 = 1
x = Const(Velocity.Walk.Fwd.x)
y = 0

[State 2001]
Type = PlaySnd
Trigger1 = Time%16 = 15
Value = s0,2

[State 2001]
Type = ChangeState
Trigger1 = Life <= LifeMax-50
Value = 4001

[State 2001]
Type = Projectile
Trigger1 = 1
ProjID = 7236
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 120
Offset = 10,0
Velocity = 30,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 2001]
Type = Projectile
Trigger1 = 1
ProjID = 7236
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 120
Offset = 20,0
Velocity = 30,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 2001]
Type = ChangeState
Trigger1 = Win
Value = 1001

[State 2001]
Type = ChangeState
Trigger1 = Time >= 2
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),NumProjID(7236) = 2
Trigger1 = FrontEdgeBodyDist < 0
Value = 3001

;---------------------------------------------------------------------------
[Statedef 3000]
Type = C
MoveType = I
Physics = S
Anim = 0

[State 3000]
Type = AssertSpecial
Trigger1 = 1
Flag = NoKOSlow

[State 3000]
Type = DestroySelf
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),Var(2)%2 = 1

;---------------------------------------------------------------------------
[Statedef 3001]
Type = C
MoveType = I
Physics = S
Anim = 0

[State 3001]
Type = AssertSpecial
Trigger1 = 1
Flag = NoKOSlow

[State 3001]
Type = DestroySelf
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),Var(2)%4 = [2,3]

;---------------------------------------------------------------------------
[Statedef 4000]
Type = C
MoveType = A
Physics = N
Anim = 3000
SprPriority = 7
VelSet = 0,0

[State 4000]
Type = PosAdd
Trigger1 = Time = 0
y = -8

[State 4000]
Type = Explod
Trigger1 = Time = 0
Anim = 4000
PosType = Left
Pos = 160,120
BindTime = 200
RemoveTime = 200
OwnPal = 1
OnTop = 1
PauseMoveTime = 200
SuperMoveTime = 200

[State 4000]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,0
AbsPan = 0

[State 4000]
Type = Pause
Trigger1 = Time = 0
Time = 240
MoveTime = 240

[State 4000]
Type = AssertSpecial
Trigger1 = Time = [0,240)
Flag = NoMusic

[State 4000]
Type = PosAdd
TriggerAll = Time > 240
TriggerAll = Var(0) = 0
Trigger1 = Enemy(0),Alive
Trigger1 = Pos y > Enemy(0),Pos y+Enemy(0),Const(Size.Head.Pos.y)+10
Trigger2 = !Enemy(0),Alive
Trigger2 = Enemy(0),NumPartner
Trigger2 = Enemy(1),Alive
Trigger2 = Pos y > Enemy(1),Pos y+Enemy(1),Const(Size.Head.Pos.y)+10
Trigger3 = Var(0) := 1
y = -1

[State 4000]
Type = PosAdd
Trigger1 = Var(0) = 1
y = 0.3*Sin(Time*Pi/25)

[State 4000]
Type = ReversalDef
Trigger1 = Time > 240
Reversal.Attr = ,HT

[State 4000]
Type = HitDef
TriggerAll = Time > 240
TriggerAll = !MoveContact
TriggerAll = GameTime%2
Trigger1 = Enemy(0),Alive
Trigger1 = Pos y-Enemy(0),Pos y-Enemy(0),Const(Size.Head.Pos.y) = [-20,20]
Trigger1 = Pos x-Enemy(0),Pos x-Enemy(0),Const(Size.Head.Pos.x) = [-20,20]
Trigger2 = Enemy(0),NumPartner
Trigger2 = Enemy(1),Alive
Trigger2 = Pos y-Enemy(1),Pos y-Enemy(1),Const(Size.Head.Pos.y) = [-20,20]
Trigger2 = Pos x-Enemy(1),Pos x-Enemy(1),Const(Size.Head.Pos.x) = [-20,20]
Attr = ,HA
HitFlag = MA-
Damage = 1073741824
PauseTime = 0,16
Fall = 0
HitSound = s0,3
HitOnce = 1

[State 4000]
Type = TargetLifeAdd
Trigger1 = NumTarget
Value = -2147483648

[State 4000]
Type = Projectile
Trigger1 = 1
ProjID = 7239
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 10
Offset = 0,0
Velocity = -15*Facing,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 4000]
Type = PosAdd
TriggerAll = Var(0) = 1
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),NumProjID(7239) < 3
x = Facing

[State 4000]
Type = Projectile
Trigger1 = 1
ProjID = 7241
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 10
Offset = 0,0
Velocity = 15*Facing,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 4000]
Type = PosAdd
TriggerAll = Var(0) = 1
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),NumProjID(7241) < 3
x = -Facing

[State 4000]
Type = AssertSpecial
Trigger1 = !Win
Trigger1 = Time >= 780
Trigger1 = Time%4 = [2,3]
Flag = Invisible

[State 4000]
Type = Projectile
Trigger1 = NumTarget
ProjAnim = 3001+(Facing=-1)
Velocity = 0,-4*Const(Size.yScale)
VelMul = 0,0.8
ProjRemoveTime = 60
Persistent = 0

[State 4000]
Type = ChangeState
Trigger1 = NumTarget
Trigger2 = !Win
Trigger2 = Time >= 840
Value = 3000

;---------------------------------------------------------------------------
[Statedef 4001]
Type = C
MoveType = A
Physics = N
Anim = 3000
SprPriority = 7
VelSet = 0,0

[State 4001]
Type = PosAdd
Trigger1 = Time = 0
y = -8

[State 4001]
Type = Explod
Trigger1 = Time = 0
Anim = 4000
PosType = Left
Pos = 160,120
BindTime = 200
RemoveTime = 200
OwnPal = 1
OnTop = 1
PauseMoveTime = 200
SuperMoveTime = 200

[State 4001]
Type = AssertSpecial
Trigger1 = Time = [0,240)
Flag = NoMusic

[State 4001]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,0
AbsPan = 0

[State 4001]
Type = Pause
Trigger1 = Time = 0
Time = 240
MoveTime = 240

[State 4001]
Type = PosAdd
TriggerAll = Time > 240
TriggerAll = Var(0) = 0
Trigger1 = Enemy(0),Alive
Trigger1 = Pos y > Enemy(0),Pos y+Enemy(0),Const(Size.Head.Pos.y)+10
Trigger2 = !Enemy(0),Alive
Trigger2 = Enemy(0),NumPartner
Trigger2 = Enemy(1),Alive
Trigger2 = Pos y > Enemy(1),Pos y+Enemy(1),Const(Size.Head.Pos.y)+10
Trigger3 = Var(0) := 1
y = -1

[State 4001]
Type = PosAdd
Trigger1 = Var(0) = 1
y = 0.3*Sin(Time*Pi/25)

[State 4001]
Type = ReversalDef
Trigger1 = Time > 240
Reversal.Attr = ,HT

[State 4001]
Type = HitDef
TriggerAll = Time > 240
TriggerAll = !MoveContact
TriggerAll = GameTime%2 = 0
Trigger1 = Enemy(0),Alive
Trigger1 = Pos y-Enemy(0),Pos y-Enemy(0),Const(Size.Head.Pos.y) = [-20,20]
Trigger1 = Pos x-Enemy(0),Pos x-Enemy(0),Const(Size.Head.Pos.x) = [-20,20]
Trigger2 = Enemy(0),NumPartner
Trigger2 = Enemy(1),Alive
Trigger2 = Pos y-Enemy(1),Pos y-Enemy(1),Const(Size.Head.Pos.y) = [-20,20]
Trigger2 = Pos x-Enemy(1),Pos x-Enemy(1),Const(Size.Head.Pos.x) = [-20,20]
Attr = ,HA
HitFlag = MA-
Damage = 1073741824
PauseTime = 0,16
Fall = 0
HitSound = s0,3
HitOnce = 1

[State 4001]
Type = TargetLifeAdd
Trigger1 = NumTarget
Value = -2147483648

[State 4001]
Type = Projectile
Trigger1 = 1
ProjID = 7240
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 10
Offset = 0,0
Velocity = -15*Facing,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 4001]
Type = PosAdd
TriggerAll = Var(0) = 1
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),NumProjID(7240) < 3
x = Facing

[State 4001]
Type = Projectile
Trigger1 = 1
ProjID = 7242
ProjAnim = 0
ProjRemoveTime = 2
Attr = A,NP
HitFlag = P
ProjEdgeBound = 9999
ProjStageBound = 10
Offset = 0,0
Velocity = 15*Facing,0
PauseMoveTime = 2147483648
SuperMoveTime = 2147483648

[State 4001]
Type = PosAdd
TriggerAll = Var(0) = 1
Trigger1 = PlayerIDExist(Const(Size.Height))
Trigger1 = PlayerID(Const(Size.Height)),NumProjID(7242) < 3
x = -Facing

[State 4001]
Type = AssertSpecial
Trigger1 = !Win
Trigger1 = Time >= 780
Trigger1 = Time%4 = [2,3]
Flag = Invisible

[State 4001]
Type = Projectile
Trigger1 = NumTarget
ProjAnim = 3001+(Facing=-1)
Velocity = 0,-4*Const(Size.yScale)
VelMul = 0,0.8
ProjRemoveTime = 60
Persistent = 0

[State 4001]
Type = ChangeState
Trigger1 = NumTarget
Trigger2 = !Win
Trigger2 = Time >= 840
Value = 3001

;---------------------------------------------------------------------------
[Statedef 9999]
Anim = 0

[State 9999]
Type = PosSet
TriggerAll = Enemy(0),Alive
Trigger1 = !NumPartner
Trigger1 = !Enemy(0),NumPartner
Trigger2 = !NumPartner
Trigger2 = Enemy(0),NumPartner
Trigger2 = !Enemy(1),Alive
Trigger3 = NumPartner
Trigger3 = !Partner,Alive
Trigger3 = !Enemy(0),NumPartner
Trigger4 = NumPartner
Trigger4 = !Partner,Alive
Trigger4 = Enemy(0),NumPartner
Trigger4 = !Enemy(1),Alive
x = Enemy(0),Pos x

[State 9999]
Type = PosSet
TriggerAll = !Enemy(0),Alive
TriggerAll = Enemy(0),NumPartner
TriggerAll = Enemy(1),Alive
Trigger1 = !NumPartner
Trigger2 = NumPartner
Trigger2 = !Partner,Alive
x = Enemy(1),Pos x

[State 9999]
Type = PosSet
TriggerAll = !Enemy(0),Alive
TriggerAll = NumPartner
TriggerAll = Partner,Alive
Trigger1 = !Enemy(0),NumPartner
Trigger2 = Enemy(0),NumPartner
Trigger2 = !Enemy(1),Alive
x = Partner,Pos x

[State 9999]
Type = PosSet
TriggerAll = Enemy(0),Alive
Trigger1 = NumPartner
Trigger1 = Partner,Alive
Trigger1 = !Enemy(0),NumPartner
Trigger2 = NumPartner
Trigger2 = Partner,Alive
Trigger2 = Enemy(0),NumPartner
Trigger2 = !Enemy(1),Alive
x = (Enemy(0),Pos x+Partner,Pos x)/2

[State 9999]
Type = PosSet
TriggerAll = Enemy(0),Alive
Trigger1 = !NumPartner
Trigger1 = Enemy(0),NumPartner
Trigger1 = Enemy(1),Alive
Trigger2 = NumPartner
Trigger2 = !Partner,Alive
Trigger2 = Enemy(0),NumPartner
Trigger2 = Enemy(1),Alive
x = (Enemy(0),Pos x+Enemy(1),Pos x)/2

[State 9999]
Type = PosSet
TriggerAll = !Enemy(0),Alive
Trigger1 = NumPartner
Trigger1 = Partner,Alive
Trigger1 = Enemy(0),NumPartner
Trigger1 = Enemy(1),Alive
x = (Partner,Pos x+Enemy(1),Pos x)/2

[State 9999]
Type = PosSet
Trigger1 = Enemy(0),Alive
Trigger1 = NumPartner
Trigger1 = Partner,Alive
Trigger1 = Enemy(0),NumPartner
Trigger1 = Enemy(1),Alive
x = (Enemy(0),Pos x+Partner,Pos x+Enemy(1),Pos x)/3

[State 9999]
Type = Width
Trigger1 = 1
Edge = 200,200

[State 9999]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 1,0
