
[Statedef -2]

[State ]
type = Helper
triggerall = !Ishelper
triggerall = !numhelper(30000)
trigger1 = palno = 7
stateno = 29999
name = "Normal"
id = 30000
pos = 0,0
helpertype = normal
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State ]
type = Helper
triggerall = !Ishelper
triggerall = !numhelper(30000)
trigger1 = palno = 2
trigger2 = palno = 8
trigger3 = var(0) = 1
stateno = 30000
name = "Fire"
id = 30000
pos = 0,0
helpertype = normal
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State ]
type = Helper
triggerall = !Ishelper
triggerall = !numhelper(30000)
trigger1 = palno = 3
trigger2 = palno = 9
trigger3 = var(0) = 2
stateno = 30001
name = "Thunder"
id = 30000
pos = 0,0
helpertype = normal
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State ]
type = Helper
triggerall = !Ishelper
triggerall = !numhelper(30000)
trigger1 = palno = 4
trigger2 = palno = 10
trigger3 = var(0) = 3
stateno = 30002
name = "Earth"
id = 30000
pos = 0,0
helpertype = normal
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1) >= 0 && Projhittime(1) <= 25
trigger1 = Random < 100
trigger2 = Projhittime(10027) >= 0 && Projhittime(10027) <= 25
trigger2 = Random < 100
anim = 10009
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1) >= 0 && Projhittime(1) <= 25
trigger1 = Random < 100
trigger2 = Projhittime(10027) >= 0 && Projhittime(10027) <= 25
trigger2 = Random < 100
anim = 10009
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1) >= 0 && Projhittime(1) <= 25
trigger1 = Random < 100
trigger2 = Projhittime(10027) >= 0 && Projhittime(10027) <= 25
trigger2 = Random < 100
anim = 10009
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1) >= 0 && Projhittime(1) <= 25
trigger1 = Random < 100
trigger2 = Projhittime(10027) >= 0 && Projhittime(10027) <= 25
trigger2 = Random < 100
anim = 10009
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1

[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1100) >= 0 && Projhittime(1100) <= 25
trigger1 = Random < 300
trigger2 = Projhittime(1110) >= 0 && Projhittime(1110) <= 25
trigger2 = Random < 300
trigger3 = Projhittime(1120) >= 0 && Projhittime(1120) <= 25
trigger3 = Random < 300
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1100) >= 0 && Projhittime(1100) <= 25
trigger1 = Random < 300
trigger2 = Projhittime(1110) >= 0 && Projhittime(1110) <= 25
trigger2 = Random < 300
trigger3 = Projhittime(1120) >= 0 && Projhittime(1120) <= 25
trigger3 = Random < 300
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1100) >= 0 && Projhittime(1100) <= 25
trigger1 = Random < 300
trigger2 = Projhittime(1110) >= 0 && Projhittime(1110) <= 25
trigger2 = Random < 300
trigger3 = Projhittime(1120) >= 0 && Projhittime(1120) <= 25
trigger3 = Random < 300
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(1100) >= 0 && Projhittime(1100) <= 25
trigger1 = Random < 300
trigger2 = Projhittime(1110) >= 0 && Projhittime(1110) <= 25
trigger2 = Random < 300
trigger3 = Projhittime(1120) >= 0 && Projhittime(1120) <= 25
trigger3 = Random < 300
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1

[State ]
type = Targetlifeadd
triggerall = numtarget
triggerall = numhelper(2220)
trigger1 = !(GameTime%6)
value = -1
absolute = 1
ignorehitpause = 1

[State -2]
Type = VarSet
trigger1 = RoundState != 0
var(36) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState != 0
trigger1 = Random <= 300
var(36) = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState != 0
trigger1 = Random <= 300
var(36) = 2
IgnoreHitPause = 1

[State 3202,9916]
type = Explod
trigger1= projhit8007 = 1
anim = 10105
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
scale = 0.4,0.4

[State 3202,9916]
type = Explod
trigger1= projhit8007 = 1
anim = 10104
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1

[State a]
type = playsnd
trigger1= projhit8007 = 1
freqmul = .75 + (random/2000.0)
value = 25,0

[State 1011, 2]
type = EnvShake
trigger1= projhit8007 = 1
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1300, 5]
type = Envcolor
trigger1= projhit8007 = 1
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[state hitless]
type = hitadd
trigger1 = projhit1513 = 1
value = -1

[State 3202,9916]
type = Explod
trigger1= projhit1133 = 1
anim = 10105
sprpriority = 4
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
scale = 0.3,0.3

[State 3202,9916]
type = Explod
trigger1= projhit1133 = 1
anim = 1441
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
random = 240,160
facing = ifelse(random<500,-1,1)

[State a]
type = playsnd
trigger1= projhit1133 = 1
value = 25,0
volume = 255

[State 1011, 2]
type = EnvShake
trigger1= projhit1133 = 1
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1300, 5]
type = Envcolor
trigger1= projhit1133 = 1
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 3202,9916]
type = Explod
trigger1= projhit12222 = 1
anim = 10105
sprpriority = 4
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
scale = 0.5,0.5

[State 3202,9916]
type = Explod
trigger1= projhit12222 = 1
anim = 10104
sprpriority = 4
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1


[State 3202,9916]
type = Explod
trigger1= projhit12222 = 1
anim = 10103
sprpriority = 4
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
scale = 0.5,0.5

[State a]
type = playsnd
trigger1= projhit12222 = 1
value = 25,2
volume = 255

[State 3202,9916]
type = Explod
trigger1= projhit1199 = 1
anim = 10105
sprpriority = 4
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
scale = 0.5,0.5

[State 3202,9916]
type = Explod
trigger1= projhit1199 = 1
anim = 10302
sprpriority = 9
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
random = 240,160
facing = ifelse(random<500,-1,1)

[State a]
type = playsnd
trigger1= projhit1199 = 1
value = 25,0
volume = 255

[State 1011, 2]
type = EnvShake
trigger1= projhit1199 = 1
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1300, 5]
type = Envcolor
trigger1= projhit1199 = 1
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1


[State 3202,9916]
type = Explod
trigger1= projhit20001 = 1
trigger2 = projhit248 = 1
anim = 11000 + random%2
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1

[State a]
type = playsnd
trigger1= projhit248 = 1
value = 25,21
volume = 255

[State 1300, 5]
type = Envcolor
trigger1= projhit20001 = 1
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1



[State 3202,9916]
type = Explod
trigger1= projhit12223 = 1
anim = 10105
sprpriority = 9
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1
scale = 0.4,0.4

[State 3202,9916]
type = Explod
trigger1= projhit12223 = 1
anim = 10103
sprpriority = 9
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1

[State 3202,9916]
type = Explod
trigger1= projhit12223 = 1
anim = 11000 + random%2
sprpriority = 9
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1


[State a]
type = playsnd
trigger1= projhit12223 = 1
value = 44,1

[State 1011, 2]
type = EnvShake
trigger1= projhit12223 = 1
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1300, 5]
type = Envcolor
trigger1= projhit12223 = 1
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1



[state -2, yaccel]
type = varset
trigger1 = fvar(11) != enemynear,const(movement.yaccel)
trigger1 = enemynear,stateno != [5000,5210]
trigger1 = enemynear,statetype = A
FV = 11
value = enemynear,const(movement.yaccel)
ignorehitpause = 1

[state -2, yaccel]
type = varset
trigger1 = fvar(11) != 0.5
trigger1 = enemynear,stateno = [5000,5210]
trigger1 = enemynear,statetype = A
FV = 11
value = 0.5
ignorehitpause = 1

[state -2, yaccel]
type = varset
trigger1 = fvar(11) != 0
trigger1 = enemynear,statetype != A
FV = 11
value = 0
ignorehitpause = 1

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


[state ee]
type = modifyexplod
triggerall = anim = 0
trigger1 = animelem = 3
trigger2 = animelem = 8
postype = p1
pos = 34,-79
id = 4447

[state ee]
type = modifyexplod
triggerall = anim = 0
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger2 = animelem = 6
trigger2 = animelem = 7
postype = p1
pos = 34,-81
id = 4447

[state 22]
type = removeexplod
trigger1 = anim != 0
id = 6161

[state 22]
type = removeexplod
trigger1 = anim != 0
id = 4447

[state 22]
type = removeexplod
trigger1 = anim != 0
id = 6162

;==============================================================================
;スーパーキャンセル判定
[State -2, 0]
type = VarSet
trigger1    = stateno = 1100 && movehit = 1
;trigger2    = stateno = 2100 && movehit = 1
var(11) = 1

[State -2, 1]
type = VarSet
trigger1    = p2movetype != H
var(11)     = 0
[State -2, 1]
type = VarSet
trigger1    = stateno = 2200 && AnimElem = 6
trigger2    = stateno = 2201 && AnimElem = 61
trigger3    = movetype = H
var(12)     = 0
ignorehitpause = 0

;==============================================================================
;ダメージ補正
[state -2]
type = varset
trigger1 = 1
Trigger2 = RoundState = 0
trigger3 = P2MoveType != H
trigger4 = P2stateno = [120,155]
;trigger2 = enemy,gethitvar(hitcount) = 0
fvar(0) = 1.0

[state -2]
type = varset
trigger1 = P2MoveType = H
trigger1 = enemy,gethitvar(hitcount) > 2
fvar(0) = abs((100.0-(25.0+(enemy,gethitvar(hitcount)/2.0)*5.0))/100.0)
IgnoreHitPause = 1

[state -2]
type = attackmulset
trigger1 = 1
value = fvar(0)

;--------------------------------------------------------
;ネバリ補正（根性値）
[State -2]
Type = DefenceMulSet
Triggerall = gethitvar(hitcount) > 0
Trigger1 = 1
IgnoreHitPause = 1
Value = FVar(1)+(ifelse((GetHitVar(HitCount)/10 < 1.0), GetHitVar(HitCount)/10, 0))

[State -2]
Type = VarSet
Triggerall = (1000*life/const(data.life)) > 750
Trigger1 = 1
IgnoreHitPause = 1
FV = 1
Value = 1

[State -2]
Type = VarSet
Triggerall = (1000*life/const(data.life)) = [151,750]
Trigger1 = 1
IgnoreHitPause = 1
FV = 1
Value = 0.75

[State -2]
Type = VarSet
Triggerall = (1000*life/const(data.life)) < 151
Trigger1 = 1
IgnoreHitPause = 1
FV = 1
Value = 0.5
;==============================================================================
;---端でめくらないように-----
[State -2, 100]
type = Width
trigger1 = p2Dist X >= 0
edge = 3,-3

[State -2, 100]
type = Width
trigger1 = p2Dist X < 0
edge = -3,3
;==============================================================================
;----ダッシュの音止め-------------
[State -2, 1]
type = stopSnd
trigger1 = stateno != 100 
channel = 1

[State -2, 1]
type = stopSnd
trigger1 = stateno != 1255 
channel = 2

;---攻撃音止め----
[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 4

;---挑発音止め----
[State -2, 3]
type = stopSnd
trigger1 = stateno = 197
trigger1 = stateno != 197
channel = 4

;--------------------------------------------------------
;生存判定
[State -2]
type = Varset
trigger1 = alive
var(4) = 0
ignorehitpause = 1

[State -2]
type = Varset
trigger1 = !alive && var(4)!= 2
var(4) = 1
ignorehitpause = 1

[State -2]
type = Varset
trigger1 = !alive && var(4)= 1 && time=2
var(4) = 2
ignorehitpause = 1


