; 没原稿バスター＿手 (face)
[Statedef 3311]
type     = A
physics  = N
movetype = I
VelSet = 6,-8
ctrl = 0

[State -2, Time2]
type = ChangeAnim
trigger1 = Time = 0
value = 3311

[State -2, Time2]
type = AssertSpecial
trigger1 = Time >= 0
flag = globalnoshadow

[State 1000, 3]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 1000, 3]
type = VelSet
trigger1 = Time = 16
x = 0
y = 0

[State 1000, 3]
type = DestroySelf
trigger1 = Time = 234

; 没原稿バスター＿手 (face)
[Statedef 6010]
type     = S
physics  = S
movetype = I
;facing = 1
anim = 1208
ctrl = 0

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8005) = 0 && root, facing = 1
anim = 8005
id = 8005
pos = 180,230
postype = back
velset = -3
facing = 1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8006) = 0 && root, facing = 1
anim = 8006
id = 8006
pos = 180,230
postype = back
facing = 1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8007) = 0 && root, facing = 1
anim = 8007
id = 8007
pos = 180,230
postype = back
facing = 1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8008) = 0 && root, facing = 1
anim = 8008
id = 8008
pos = 180,230
velset = -3
postype = back
facing = 1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8005) = 0 && root, facing = -1
anim = 8005
id = 8005
pos = 140,230 ;220
postype = back
facing = -1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8006) = 0 && root, facing = -1
anim = 8006
id = 8006
pos = 140,230 ;220
postype = back
facing = -1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8007) = 0 && root, facing = -1
anim = 8007
id = 8007
pos = 140,230 ;220
postype = back
facing = -1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && numexplod(8008) = 0 && root, facing = -1
anim = 8008
id = 8008
pos = 140,230 ;220
postype = back
facing = -1
sprpriority = -20
bindtime = -1
supermovetime = -1
pausemovetime = -1
persistent = 0
ignorehitpause = 1

[State that starts the inverted effect]
type           = PalFx
trigger1       = Time = 5
add            = 0,0,0
sinadd         = 300,300,300,270
time           = 42
ignorehitpause = 1


[state whee]
type = removeexplod
trigger1 = roundstate = 4
;id = 8005

;[state whee]
;type = removeexplod
;trigger1 = roundstate = 4
;id = 8005

[State changestate!]
type = DestroySelf
trigger1 = roundstate = 0 || roundstate = 1
;Animtime = 0 || time >= 50
