;;変数使用表
;　1 = ガードクラッシュ値
;　2 = ハイパードライブモード時のゲージ固定
;　3 = ドライブゲージ回復停止時間
;　4 = 
;　5 = ステート内自由変数１
;　6 = カウンターヒット追撃判定
;　7 = ヒット数計算
;　8 = カウンター
;　9 = 相手キャラクター判別
; 10 = 超必殺忍蜂用
; 11 = 暗転用変数
; 12 = KOサウンド
; 13 = 勝利判定
; 14 = 攻撃力
; 15 = ハイジャンプ
; 16 = 小ジャンプ
; 17 = ダメージ補正に使用
; 18 = 攻撃値の保存
; 19 = ドライブゲージ
; 20 = ハイパードライブゲージ
; 21 = 空中追撃判定
; 22 = チーム戦時のドライブゲージ持ち越し
; 23 = 空中ガードの可否
; 24 = 崩れKO用
; 25 = 勝利画面演出の有無
; 26 = NEO MAX用
; 27 = ＫＯボイス派生
; 28 = ガードクラッシュ値回復不能時
; 29 = AC版(0)or家庭用版(1)
; 30 = 勝利演出用
; 31 = イントロ演出用

; f(0) = 攻撃補正
; f(1) = 
; f(2) = ガークラのしやすさ
; f(3) = イントロ
; f(4) = 
; f(5) = 先行入力受付時間
; f(6) = 先行入力ステート番号
; f(7) = 先行入力時のボタン強弱

; channel = 1	ダッシュ
; channel = 2	イントロ
; channel = 3	ジャンプ
; channel = 4	KO
; channel = 5	ダメージ

[Data]
life = 1000
power = 5000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 20
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 0.5           ;Horizontal scaling factor.
yscale = 0.5           ;Vertical scaling factor.
ground.back = 27     ;Player width (back, ground)
ground.front = 22    ;Player width (front, ground)
air.back = 27        ;Player width (back, air)
air.front = 22      ;Player width (front, air)
height = 88          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 5, -70   ;Approximate position of head
mid.pos = 0, -50    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3      ;Walk forward
walk.back = -3     ;Walk backward
run.fwd  = 7, 0    ;Run forward (x, y)
run.back = -4,-3.5 ;Hop backward (x, y)
jump.neu = 0,-10.5    ;Neutral jumping velocity (x, y)30
jump.back = -3.5    ;Jump back Speed (x, y)
jump.fwd = 3.55       ;Jump forward Speed (x, y)
runjump.back = -4.55,-9.3 ;Running jump speeds (opt)
runjump.fwd = 4.55,-9.3      ;.
airjump.neu = 0,-9.6      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.55         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .55         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; 三角飛び
[Statedef 45]
type = A
movetype = I
physics = N
anim = 70
velset = 0, 0
ctrl = 0

[State 45]
type = turn
trigger1 = FrontEdgeBodyDist < BackEdgeBodyDist
trigger1 = Time = 0
value = 1

[State 45]
type = ScreenBound
trigger1 = animelem = 1
value = 0
movecamera = 1, 1

[State 45]
type = PlayerPush
trigger1 = animelem = 1
value = 0

[State 45]
type = PosSet
trigger1 = Time = 0
x = IfElse(Facing = 1,-150,150)

[State 45]
type = PosFreeze
trigger1 = Time > 0

[State 45]
type = VelSet
trigger1 = AnimTime = 0
x = Const(velocity.jump.fwd.x)
y = Const(velocity.jump.y)

[State 45]
type = ChangeState
trigger1 = AnimTime = 0
value = 46

;---------------------------------------------------------------------------
; 三角飛び(上昇)
[Statedef 46]
type    = A
physics = A
ctrl = 0

[State 46]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0
channel = 3

[State 46]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 46]
type = ChangeAnim
trigger1 = Time = 0
value = 41

[State 46]
type = CtrlSet
trigger1 = time = 2
value = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 40]
type = turn
trigger1 = time = 0 && P2dist X < 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = ifelse(var(59) >= 1,0,1)

;---------------------[効果音]
[State 00];普通の
type = PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

;---------------------[速度]
[State 01]
type = VelSet
trigger1 = animelem = 2,>=0
x = const(velocity.run.fwd.x)

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;---------------------[ステート移行]
[State 04]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = time >= 16 && var(59) <= 0
value = 101

[State 04]
type = ChangeState
triggerall = time >= 16 && var(59) >= 1
trigger1 = var(59) >= 1 && p2statetype = L && p2bodydist X <= 60
trigger2 = var(59) >= 1 && p2statetype != L && p2bodydist X <= 40
trigger3 = var(59) >= 1 && p2movetype = A && p2bodydist X <= 150
trigger4 = var(59) >= 1 && (roundstate != 2 || inguarddist)
trigger4 = time >= 25 || var(59) >= 2
value = 101

;---------------------------------------------------------------------------
; ダッシュ終了
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
velset = 0,0
ctrl = 1

;---------------------[効果音]
[State 00]
type = stopSnd
trigger1 = Time= 0
channel = 1

;---------------------[ステート移行]
[State 04]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
velset = 0.0

;---------------------[効果音]
[State 00]
type = PlaySnd
trigger1 = animelem = 2
value = 105, 0

;---------------------[速度]
[state a]
type = statetypeset
triggerall = var(29) >= 1
trigger1 = time = 1
value = A

[state a]
type = statetypeset
triggerall = var(29) <= 0
trigger1 = animelem = 2
value = A

[State 00];10
type = VelSet
trigger1 = animelem = 2
x = -10
y = -5.5

[state a]
type = veladd
trigger1 = animelem = 2,>0
y = 0.9

[state a]
type = velmul
trigger1 = 1
x = 0.95

;---------------------[ステート移行]
[State 01]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; 着地
[Statedef 106]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 41,0

;---------------------[速度]
[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ステート移行]
[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------[]

;---------------------[]

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

;---------------------[]
[State 01];通常勝利ポーズ
type = ChangeState
trigger1 = time = 0
trigger1 = anim = 3521
value = 185

;---------------------[]
[State 01];通常勝利ポーズ
type = ChangeState
trigger1 = time = 0
value = 181

;---------------------------------------------------------------------------
; 通常勝利１
[Statedef 181]
type = S
ctrl = 0
velset = 0,0
anim = 180

[State 170, NotHitBy]
type = NotHitBy
trigger1 = 1 
value = SCA
time = 1

;---------------------[効果音]
[State 00];わっ
type = PlaySnd
trigger1 = animelem = 6, = 0
value = 181, 0

;---------------------[]

[state a]
type = AssertSpecial
trigger1 = var(25) >= 1
trigger1 = matchover = 1
trigger1 = time >= 280
flag = noshadow
flag2 = invisible

;---------------------[ヘルパー]
[state a];勝利画面
type = Helper
triggerall = numhelper(8500) = 0
triggerall = var(25) >= 1
triggerall = matchover = 1
triggerall = time = 240
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = partner,numhelper(8500) = 0
id = 8500
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 8500
helpertype = normal
pausemovetime = 999999
keyctrl = 1 
ownpal = 1

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,260]
flag = roundnotover

;---------------------------------------------------------------------------
; NEO MAX勝利
[Statedef 185]
type = S
ctrl = 0
velset = 0,0
anim = 3521

[State 170, NotHitBy]
type = NotHitBy
trigger1 = 1 
value = SCA
time = 1

;---------------------[]

[state a]
type = AssertSpecial
trigger1 = var(25) >= 1
trigger1 = matchover = 1
trigger1 = time >= 200
flag = noshadow
flag2 = invisible

;---------------------[ヘルパー]
[state a];勝利画面
type = Helper
triggerall = numhelper(8500) = 0
triggerall = var(25) >= 1
triggerall = matchover = 1
triggerall = time = 160
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = partner,numhelper(8500) = 0
id = 8500
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 8500
helpertype = normal
pausemovetime = 999999
keyctrl = 1 
ownpal = 1

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 登場
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[]

[state a];特殊イントロ(レオナXIII)
type = changestate
triggerall = time = 0
trigger1 = Enemynear,name = "Leona XIII" && Enemynear,authorname = "P-tan"
value = 196

[state a];特殊イントロ(クーラXIII)
type = changestate
triggerall = time = 0
trigger1 = Enemynear,name = "Kula Diamond" && Enemynear,authorname = "P-tan"
value = 197

[state a];特殊イントロ(イズコXIII)
type = changestate
triggerall = time = 0
trigger1 = Enemynear,name = "Izuko Chrysoberyl" && Enemynear,authorname = "P-tan"
value = 198

;---------------------[派生]

[State 01];派生
type = ChangeState
trigger1 = time = 0
value = 191

;---------------------[演出]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

;---------------------[ステート移行]
[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 登場
[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[演出]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

;---------------------[ステート移行]
[State 191, 3]
type = ChangeState
trigger1 = time >= 1
value = 0

;---------------------------------------------------------------------------
; イントロ（対レオナXIII）
[Statedef 196]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[演出]
[State 196, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[state a]
type = varset
triggerall = fvar(3) != 0
trigger1 = time = 0
fvar(3) = 0

[state a]
type = varadd
triggerall = fvar(3) < 0.5
trigger1 = time = [30,40]
fvar(3) = 0.05

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8210
scale = fvar(3),0.5 ;fvar(3)

[State 181, 0];黒地
type = Explod
trigger1 = Time = 30
anim = ifelse(facing = 1,8230,8235)
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122) ;0,45
postype = left
sprpriority = 95
ownpal = 1
ontop = 1
scale = 0,0.5
bindtime = -1
removetime = 420

[State 181, 0];枠
type = null ;Explod
trigger1 = Time = 30
anim = 8210
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122)
postype = left
sprpriority = 98
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 30
anim = 8200
ID = 8200
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 420

;----

[State 181, 0];キャラグラ１・待機
type = Explod
trigger1 = Time = 50
anim = 8305
ID = 8305
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・待機
type = Explod
trigger1 = Time = 50
anim = ifelse(facing = 1,8210,8215)
ID = 8220
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１
type = Explod
trigger1 = Time = 150
anim = 8302
ID = 8301
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 150
anim = ifelse(facing = 1,8223,8228)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１
type = Explod
trigger1 = Time = 150
anim = 8400
ID = 8400
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１・暗転
type = Explod
trigger1 = Time = 250
anim = 8301
ID = 8312
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 250
anim = ifelse(facing = 1,8222,8227)
ID = 8223
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・暗転
type = Explod
trigger1 = Time = 250
anim = 8401
ID = 8401
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２
type = Explod
trigger1 = Time = 350
anim = 8320
ID = 8311
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 350
anim = ifelse(facing = 1,8223,8228)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・消滅
type = Explod
trigger1 = Time = 350
anim = 8402
ID = 8402
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２
type = Explod
trigger1 = Time = 350
anim = 8405
ID = 8405
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8323
ID = 8314
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
facing = facing

[State 181, 0];フキダシ・消滅
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8221,8226)
ID = 8224
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8408
ID = 8408
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;----

[State 181, 0];黒地
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8231,8236)
ID = 8231
pos = 0,45
postype = left
sprpriority = 97
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 450
anim = 8201
ID = 8201
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;---------------------[ステート移行]
[State 196, 3]
type = ChangeState
trigger1 = time >= 460
value = 0

;---------------------------------------------------------------------------
; イントロ（対クーラXIII）
[Statedef 197]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[演出]
[State 196, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[state a]
type = varset
triggerall = fvar(3) != 0
trigger1 = time = 0
fvar(3) = 0

[state a]
type = varadd
triggerall = fvar(3) < 0.5
trigger1 = time = [30,40]
fvar(3) = 0.05

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8210
scale = fvar(3),fvar(3)

[State 181, 0];黒地
type = Explod
trigger1 = Time = 30
anim = ifelse(facing = 1,8230,8235)
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122)
postype = left
sprpriority = 95
ownpal = 1
ontop = 1
scale = 0,0.5
bindtime = -1
removetime = 520

[State 181, 0];枠
type = null ;Explod
trigger1 = Time = 30
anim = 8210
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122) ;0,45
postype = left
sprpriority = 98
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 30
anim = 8200
ID = 8200
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 520

;----

[State 181, 0];キャラグラ１
type = Explod
trigger1 = Time = 50
anim = 8300
ID = 8300
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ
type = Explod
trigger1 = Time = 50
anim = ifelse(facing = 1,8220,8225)
ID = 8220
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１
type = Explod
trigger1 = Time = 50
anim = 8410
ID = 8400
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１・暗転
type = Explod
trigger1 = Time = 150
anim = 8301
ID = 8301
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 200
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 150
anim = ifelse(facing = 1,8222,8227)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 200

[State 181, 0];セリフ１・暗転
type = Explod
trigger1 = Time = 150
anim = 8411
ID = 8401
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 200

;----

[State 181, 0];キャラグラ２
type = Explod
trigger1 = Time = 350
anim = 8312
ID = 8312
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 350
anim = ifelse(facing = 1,8223,8228)
ID = 8223
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 200

[State 181, 0];セリフ１・消滅
type = Explod
trigger1 = Time = 350
anim = 8412
ID = 8402
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２
type = Explod
trigger1 = Time = 350
anim = 8415
ID = 8405
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ３
type = Explod
trigger1 = Time = 450
anim = 8352
ID = 8312
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8223,8228)
ID = 8223
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8417
ID = 8402
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ３
type = Explod
trigger1 = Time = 450
anim = 8420
ID = 8405
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２・消滅
type = Explod
trigger1 = Time = 550
anim = 8354
ID = 8314
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
facing = facing

[State 181, 0];フキダシ・消滅
type = Explod
trigger1 = Time = 550
anim = ifelse(facing = 1,8224,8229)
ID = 8224
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２・消滅
type = Explod
trigger1 = Time = 550
anim = 8422
ID = 8407
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;----

[State 181, 0];黒地
type = Explod
trigger1 = Time = 550
anim = ifelse(facing = 1,8231,8236)
ID = 8231
pos = 0,45
postype = left
sprpriority = 97
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 550
anim = 8201
ID = 8201
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;---------------------[ステート移行]
[State 196, 3]
type = ChangeState
trigger1 = time >= 560
value = 0

;---------------------------------------------------------------------------
; イントロ（対イズコXIII）
[Statedef 198]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[演出]
[State 196, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[state a]
type = varset
triggerall = fvar(3) != 0
trigger1 = time = 0
fvar(3) = 0

[state a]
type = varadd
triggerall = fvar(3) < 0.5
trigger1 = time = [30,40]
fvar(3) = 0.05

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8210
scale = fvar(3),fvar(3)

[State 181, 0];黒地
type = Explod
trigger1 = Time = 30
anim = ifelse(facing = 1,8230,8235)
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122)
postype = left
sprpriority = 95
ownpal = 1
ontop = 1
scale = 0,0.5
bindtime = -1
removetime = 420

[State 181, 0];枠
type = null ;Explod
trigger1 = Time = 30
anim = 8210
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122) ;0,45
postype = left
sprpriority = 98
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 30
anim = 8200
ID = 8200
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 420

;----

[State 181, 0];キャラグラ１
type = Explod
trigger1 = Time = 50
anim = 8360
ID = 8300
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ
type = Explod
trigger1 = Time = 50
anim = ifelse(facing = 1,8220,8225)
ID = 8220
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１
type = Explod
trigger1 = Time = 50
anim = 8430
ID = 8400
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１・暗転
type = Explod
trigger1 = Time = 150
anim = 8361
ID = 8301
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 150
anim = ifelse(facing = 1,8222,8227)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・暗転
type = Explod
trigger1 = Time = 150
anim = 8431
ID = 8401
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２
type = Explod
trigger1 = Time = 250
anim = 8342
ID = 8312
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 250
anim = ifelse(facing = 1,8223,8228)
ID = 8223
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・消滅
type = Explod
trigger1 = Time = 250
anim = 8432
ID = 8402
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２
type = Explod
trigger1 = Time = 250
anim = 8435
ID = 8405
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２・暗転
type = Explod
trigger1 = Time = 350
anim = 8341
ID = 8311
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 350
anim = ifelse(facing = 1,8222,8227)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・暗転
type = Explod
trigger1 = Time = 350
anim = 8436
ID = 8406
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8344
ID = 8314
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
facing = facing

[State 181, 0];フキダシ・消滅
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8224,8229)
ID = 8224
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8437
ID = 8407
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;----

[State 181, 0];黒地
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8231,8236)
ID = 8231
pos = 0,45
postype = left
sprpriority = 97
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 450
anim = 8201
ID = 8201
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;---------------------[ステート移行]
[State 196, 3]
type = ChangeState
trigger1 = time >= 460
value = 0

;---------------------------------------------------------------------------
; 挑発
[Statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0
movetype = I
physics = N
sprpriority = 2

;---------------------[効果音]
[State 00];雪だるまだよ
type = PlaySnd
trigger1 = animelem = 2, = 1
value = 199,2

[State 00];精製音
type = PlaySnd
trigger1 = animelem = 4, = 1
value = 199,0

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ハイパードライブモード発動
[Statedef 900]
type = S
ctrl = 0
anim = 900
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 3000,1

[State 00];ばくはーつ
type = null;PlaySnd
trigger1 = animelem = 2
value = 900,2

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 600

;---------------------[演出]

[State 1000, ];EX
type = explod
trigger1 = animelem = 3, = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

[State 1000, ];EX
type = explod
trigger1 = animelem = 3, = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 10
ampl = -5
freq = 95
phase = 95

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; クイック・ハイパードライブモード発動
[Statedef 901]
type = S
ctrl = 0
anim = 901
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

;---------------------[演出]

[State 1000, ];EX
type = explod
trigger1 = animelem = 1, = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

[State 1000, ];EX
type = explod
trigger1 = animelem = 1, = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 3000,1

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 10

[State 600, 1]
type = velset
trigger1 = animelem = 3
x = 0

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 600

;---------------------[]

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[state a]
type = ctrlset
trigger1 = time = 2
value = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 1

[State -2]
Type = ChangeAnim
trigger1 = time = 0
Trigger1 = p2bodydist X <= 5
Value = 205

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,0+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 300,0

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = S, NA
damage = 25+var(8)*6, 0
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*1
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = s7000
sparkxy = -10, -75
hitsound = s400, 0
guard.sparkno = s7010
guardsound = s120, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6.5
airguard.velocity = -1.9,-2
air.type = high
air.velocity = -1.8,-6
air.hittime = 12
ID = 200
nochainID = 9999
air.fall = 0
yaccel = 0.5
p2facing = 1

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 遠距離立ち強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 210
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 300,1

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 210

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4, = 0
anim = 211
ID = 210
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 80 + var(8)*20
priority = 5, Hit
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s400,2
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -3.2,-6
ID = 200
nochainID = 210
yaccel = 0.5

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 12, >= 0
value = 1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち強パンチ
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 215
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 300,1

;---------------------[攻撃]

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 70 + var(8)*17
priority = 5, Hit
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -20,-70
hitsound   = s400,2
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10.5
air.velocity = -3.2,-6
ID = 200
nochainID = 9999
yaccel = 0.5

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 9, >= 0
value = 1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,0+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 300,0

;---------------------[攻撃]
[State 230, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 30 + var(8)*7
priority = 4, Hit
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
guardflag = M
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-60
hitsound   = s400,1
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6.5
air.velocity = -2.5,-6
ID = 200
nochainID = 9999
yaccel = 0.5

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 8, >= 0
value = 1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 遠距離立ち強キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 240
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[移動]

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1, = 0
x = 16

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 12, = 0
x = -8

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 300,2

;---------------------[攻撃]

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 80 + var(8)*20
priority = 5, Hit
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -20,-75
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.5
air.velocity = -3.2,-6
ID = 200
nochainID = 210
yaccel = 0.5

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 12, >= 0
value = 1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち強キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 245
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 300,2

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 70 + var(8)*17
priority = 5, Hit
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -25,-70
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10.5
air.velocity = -3.2,-6
ID = 200
nochainID = 9999
yaccel = 0.5

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 12, >= 0
value = 1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 11,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 7
value = 200, 4

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 290

[State 200, ice]
type = Explod
trigger1 = AnimElem = 9, = 0
anim = 291
ID = 290
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 9
attr = S, NA
animtype  = high
damage    = 75+var(8)*18
priority = 6, Hit
getpower = 75,37
givepower = 75+var(29)*7,37+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -15,-69
hitsound   = s400,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.5
fall = 1
fall.recover = 0
ID = 290
nochainID = 9999

;---------------------[ステート移行]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 295]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 295
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 1
value = 200, 4

;---------------------[エフェクト]
[State a]
type = EnvColor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 10
priority = 6, Hit
getpower = 0,0
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -15,-69
hitsound   = s400,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999
kill = 0
yaccel = 0.5

;---------------------[ステート移行]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;屈み弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,0+random%2)


;---------------------[攻撃]
[State 400, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = C, NA
damage    = 25+var(8)*6
priority = 4, Hit
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*1
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-51
hitsound   = s400,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5.5
air.velocity = -2.5,-6
ID = 200
nochainID = 9999
yaccel = 0.5
p2facing = 1

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 7, >= 0
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強パンチ
[Statedef 410]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[移動]

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1, = 0
x = 11

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2, = 0
x = 17

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3, = 0
x = 7

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7, = 0
x = -8

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8, = 0
x = -9

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9, = 0
x = -5

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10, = 0
x = 3

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 3
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 410, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = C, NA
damage    = 70+var(8)*17
priority = 5, Hit
animtype = Heavy
air.animtype = back
fall.animtype = back
hitflag = MAF
guardflag = M
pausetime = 12,12
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
sparkno = s7001
sparkxy = -23,-80
hitsound   = s400,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -3.5,-6
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999
yaccel = 0.5

;---------------------[ステート移行]
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,0+random%2)

;---------------------[攻撃]
[State 430, 2]
type = HitDef
;triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = C, NA
damage    = 30+var(8)*7
priority = 4, Hit
animtype  = Light
hitflag = M
guardflag = L
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-11
hitsound   = s400,1
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5.5
air.velocity = -2,-6
down.velocity = -5,0
down.hittime = 20
ID = 200
nochainID = 9999
yaccel = 0.5
p2facing = 1

;---------------------[ステート移行]
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 440
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 3
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 440, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = C, NA
damage    = 80+var(8)*20
priority = 5, Hit
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = s7001
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
sparkxy = -15,-29
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-5
air.velocity = -4,-6
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 200
;nochainID = 9999
yaccel = 0.5

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 11, >= 0
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;空中弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,0+random%2)

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = A, NA
damage    = ifelse(var(16) = 1,40,45)+var(8)*ifelse(var(16) = 1,10,11)
priority = 4, Hit
getpower = 45,22
givepower = 45+var(29)*4,22+var(29)*2
guardflag = H
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-60
hitsound   = s400,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-6
ID = 200
nochainID = 9999
yaccel = 0.5

;---------------------------------------------------------------------------
;空中強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 610

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4, = 0
anim = 611
ID = 610
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 3
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 610, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = A, NA
damage = ifelse(var(16) = 1,70,72)+var(8)*ifelse(var(16) = 1,17,18)
priority = 5, Hit
guardflag = H
getpower = 72,36
givepower = 72+var(29)*7,36+var(29)*3
pausetime = 12,12
sparkno = s7001
sparkxy = -22,-46
hitsound   = s400,2
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = ifelse(var(16) = 1,12,18)
ground.hittime  = ifelse(var(16) = 1,12,18)
guard.hittime  = ifelse(var(16) = 1,12,18)
ground.velocity = -7
air.velocity = -3,-6
ID = 200
nochainID = 9999
yaccel = 0.5


;---------------------------------------------------------------------------
;空中弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 7,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 3
value = 200, ifelse(random < 300,-1,0+random%2)

;---------------------[攻撃]
[State 630, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = A, NA
damage = ifelse(var(16) = 1,40,45)+var(8)*ifelse(var(16) = 1,10,11)
priority = 4, Hit
getpower = 45,22
givepower = 45+var(29)*4,22+var(29)*2
guardflag = H
pausetime = 9,9
sparkno = s7000
sparkxy = -11,-60
hitsound   = s400,1
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-6
ID = 200
nochainID = 9999
yaccel = 0.5


;---------------------------------------------------------------------------
;空中強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 640
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 2

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 3
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 640, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = A, NA
damage    = ifelse(var(16) = 1,68,70)+var(8)*17
priority = 5, Hit
guardflag = H
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
pausetime = 12,12
sparkno = s7001
sparkxy = -12,-42
hitsound   = s400,3
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = ifelse(var(16) = 1,12,18)
ground.hittime  = ifelse(var(16) = 1,12,18)
guard.hittime  = ifelse(var(16) = 1,12,18)
ground.velocity = -5
air.velocity = -3,-6
ID = 200
nochainID = 9999
yaccel = 0.5

;---------------------------------------------------------------------------
;浮羽
[Statedef 650]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 650
sprpriority = 1

;---------------------[移動]
[State 52, 1]
type = turn
trigger1 = p2dist X = [-320,-1]
trigger1 = Time = 0
value = 1

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 7
x = 4
y = 0

[State 52, 1]
type = Velmul
trigger1 = vel x != 0
trigger1 = Time >= 7
x = 0.9

[State 52, 1]
type = Veladd
trigger1 = Time >= 7
y = 0.4

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = time = 7
value = 300, 2

[State 200, 1];
type = PlaySnd
trigger1 = time = 7
value = 200, 4

;---------------------[攻撃]
[State 640, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 2
attr = A, NA
damage    = 60+var(8)*15
priority = 5, Hit
guardflag = H
getpower = 60,30
givepower = 60+var(29)*6,30+var(29)*3
pausetime = 12,12
sparkno = s7001
sparkxy = -12,-42
hitsound   = s400,3
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
guard.hittime  = 22
ground.velocity = -2
air.velocity = -2
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0

[State 1000, end]
type = ChangeState
trigger1 = Time >= 7
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 655

;---------------------------------------------------------------------------
;浮羽 着地
[Statedef 655]
type    = S
physics = N
ctrl = 0
anim = 655
velset = 0,0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 41,0

;---------------------[速度]
[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ステート移行]
[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 8,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 690

[State 200, ice]
type = Explod
trigger1 = AnimElem = 5, = 0
anim = 691
ID = 690
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 3

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 3
value = 200, 4

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 5
attr = A, NA
animtype  = hard
damage    = ifelse(var(16) = 1,80,90)+var(8)*ifelse(var(16) = 1,20,22)
priority = 99, Hit
getpower = 90,45
givepower = 90+var(29)*9,45+var(29)*4
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -15,-54
hitsound   = s400,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
ID = 290
nochainID = 9999
yaccel = 0.5


;---------------------------------------------------------------------------
;緊急回避前
[Statedef 700]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];
type = ChangeAnim
triggerall = anim != 700
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 700

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

[State 1];無敵の状態を作る
type = NotHitBy
triggerall = animelem = 8,<0
trigger1 = prevstateno != 150
trigger2 = prevstateno != 151
value = , AA,AP

[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[エフェクト]
[State a]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

;---------------------[効果音]
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 1
x = ifelse(prevstateno = 100,5,4)

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後
[Statedef 701]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 701
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];
type = ChangeAnim
triggerall = anim != 701
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 701

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

[State 1];無敵の状態を作る
type = NotHitBy
triggerall = animelem = 8,<0
trigger1 = prevstateno != 150
trigger2 = prevstateno != 151
value = , AA,AP

[state a]
type = playerpush
trigger1 = 1
value = 0


;---------------------[エフェクト]
[State a]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

;---------------------[効果音]
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0


[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 1
x = -5

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 702
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[効果音]
[State 600, 1];っと
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -12

[State 600, 1]
type = velset
trigger1 = animelem = 5
x = 0

[State 600, 1]
type = velmul
trigger1 = 1
x = 0.9


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;風車崩し
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
Trigger1 = Enemynear,anim != 40
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 805
p2stateno = 810
fall = 1
nochainID = 600,9999

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 215

;---------------------------------------------------------------------------
;風車崩し・掴み
[Statedef 805]
type    = S
movetype= A
physics = N
anim = 805
juggle  = 0
sprpriority = 1

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 1
value = 420, 0

;---------------------[エフェクト]
[State explod];掴み
type = Explod
trigger1 = time = 1
anim = 7080
id = 3000
sprpriority = 5
postype = p1
pos = 45,-90
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[移動、速度]
;---------------------[相手制御]

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 75,0

[State 10000, 1]
type = ChangeState
trigger1 = Prevstateno = 800
trigger1 = (Target,Command = "y")
trigger1 = (Target,Command = "holdfwd") || (Target,Command = "holdback")
trigger2 = Prevstateno != 800
trigger2 = (Target,Command = "b")
trigger2 = (Target,Command = "holdfwd") || (Target,Command = "holdback")
value = 806

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = ifelse(prevstateno = 800,801,821)
ctrl = 0

;---------------------------------------------------------------------------
;風車崩し・投げはずされ
[Statedef 806]
type    = S
movetype= A
physics = N
anim = 5945
juggle  = 0
sprpriority = 1

;---------------------[サウンド]

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 400,4

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 295,0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 301,1

;---------------------[エフェクト]
[State explod];はずし
type = Explod
trigger1 = time = 7
anim = 7082
id = 3000
sprpriority = 5
postype = p1
pos = 45,-60
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[相手制御]

[State 2, targetstate]
type = targetstate
trigger1 = time = 0
value = 899

;---------------------[演出]

[State 10000, 1]
type = VelSet
trigger1 = time = 0
x = 0
0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
0
;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = time >= 23
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)風車崩し・投げ抜け
[Statedef 899]
type = S
movetype= I
physics = N
sprpriority = 1
facing = enemy,facing

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "Beppu"
trigger2 = authorname = "P-tan"
trigger2 = name = "Kula Diamond"
value = 5940

[State 895,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = anim != 5940
value = 5007

;---------------------[演出]

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[演出]

[State 10000, 1]
type = VelSet
trigger1 = time = 1
x = 0

[State 10000, 1]
type = VelSet
trigger1 = time = 7
x = -8

[State 10000, 1]
type = VelMul
trigger1 = 1
x = 0.95

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

;---------------------[演出]

[State 851, end]
type = SelfState
trigger1 = time >= 23
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;風車崩し・投げ
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 0
sprpriority = 1 ;4

;---------------------[効果音]
[State 600, 1];
type = PlaySnd
trigger1 = animelem = 1
value = 800, 0

[State 600, 1];氷結
type = PlaySnd
trigger1 = animelem = 6
value = 400, 10

;---------------------[エフェクト]

[State 2160, 33]
type = Explod
trigger1 = animelem = 6, = 0
anim = 7002
id = 3000
sprpriority = 3
postype = p1
pos = 37,-5
bindtime = 1
ownpal = 1

;---------------------[相手制御]

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = -45, -80

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = -35, -90

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = -15, -105

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 15, -90

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = 35, -15

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = 35, 0

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 6
value = -100*const(data.attack)/100

[State 905, 12]
type = TargetState
trigger1 = AnimElem = 7, = 0
value = 811

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 75,0

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;風車崩し 後ろ
[Statedef 820]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
Trigger1 = Enemynear,anim != 40
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 805
p2stateno = 830
fall = 1
nochainID = 600,9999

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 245

;---------------------------------------------------------------------------
;風車崩し・投げ
[Statedef 821]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 0
sprpriority = 1 ;4

[State 600, 1];
type = turn
trigger1 = time = 0
value = 1

;---------------------[効果音]
[State 600, 1];
type = PlaySnd
trigger1 = animelem = 1
value = 800, 0

[State 600, 1];氷結
type = PlaySnd
trigger1 = animelem = 6
value = 400, 10

;---------------------[エフェクト]

[State 2160, 33]
type = Explod
trigger1 = animelem = 6, = 0
anim = 7002
id = 3000
sprpriority = 3
postype = p1
pos = 37,-5
bindtime = 1
ownpal = 1

;---------------------[相手制御]

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = -45, -80

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = -35, -90

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = -15, -105

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 15, -90

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = 35, -15

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = 35, 0

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 6
value = -100*const(data.attack)/100

[State 905, 12]
type = TargetState
trigger1 = AnimElem = 7, = 0
value = 811

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 75,0

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)風車崩し・掴まれ
[Statedef 810]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = turn
triggerall = Enemynear,facing = facing
trigger1 = time = 1

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 810

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 811

;---------------------------------------------------------------------------
;(ENEMY)風車崩し・掴まれ
[Statedef 830]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = turn
triggerall = Enemynear,facing = facing
trigger1 = time = 1

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 830

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 811

;---------------------------------------------------------------------------
;(ENEMY)風車崩し・吹き飛び
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = turn
trigger1 = prevstateno = 810
trigger1 = time = 0

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------[速度]
[state a];28
type = velset
Trigger1 = time = 4
x = 4
y = -6

[state a]
type = velmul
Trigger1 = time > 4
trigger1 = vel x >= 4
x = 0.95

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .48

;---------------------[ステート移行]
[State 821, 3] 
type = SelfState
triggerall = time > 4
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;夢桜
[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = A, NT
hitflag = AF
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 851
p2stateno = 860
fall = 1

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 610

;---------------------------------------------------------------------------
;夢桜・投げ
[Statedef 851]
type    = A
movetype= A
physics = N
anim = 851
juggle  = 0
velset = 0,0
sprpriority = 4

;---------------------[エフェクト]
[State explod];掴み
type = Explod
trigger1 = animelem = 1
anim = 7080
id = 3000
sprpriority = 3
postype = p1
pos = 0,-85
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = animelem = 1
value = 420, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 6
value = 850, 0

;---------------------[移動、速度]
[state a]
type = velset
trigger1 = animelem = 1
x = 0
y = 0

[state a]
type = velset
trigger1 = animelem = 6, = 0
x = 0
y = 5

[state a]
type = veladd
trigger1 = animelem = 6, >=0
y = 0.45

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 1
edge = 10,10

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = 1
pos = 0,-85

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = vel y > 0
trigger1 = pos y >= 65
value = 852

;---------------------------------------------------------------------------
;夢桜・投げ
[Statedef 852]
type    = A
movetype= A
physics = N
anim = 852
juggle  = 0
velset = 0,0
sprpriority = 4

;---------------------[エフェクト]
[State explod];掴み
type = Explod
trigger1 = animelem = 1
anim = 7002
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = animelem = 1
value = 400, 5

;---------------------[移動、速度]
[state a]
type = velset
trigger1 = animelem = 1
x = 0
y = 0

[state a]
type = PosSet
trigger1 = animelem = 1
y = 0

[state a]
type = velset
trigger1 = animelem = 2, = 4
x = -4
y = -4

[state a]
type = veladd
trigger1 = animelem = 2, >= 4
y = 0.5

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 0,0

[State 801, 2]
type = Targetstate
trigger1 = time = 0
value = 861

[State 801, 2]
type = Targetlifeadd
trigger1 = var(29) <= 0
trigger1 = time = 0
value = -floor(100*fvar(0)*const(data.attack)/100)

[State 801, 2]
type = Targetlifeadd
trigger1 = var(29) >= 1
trigger1 = time = 0
value = -floor(125*fvar(0)*const(data.attack)/100)

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animelem = 2, >= 4
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 853

;---------------------------------------------------------------------------
; 夢桜・着地
[Statedef 853]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 853
poweradd = 0
sprpriority = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = 41,0

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)夢桜・掴まれ
[Statedef 860]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = turn
triggerall = Enemynear,facing = facing
trigger1 = time = 1

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------[ステート移行]
[state a]
type = SelfState
trigger1 = time >= 1000
value = 5100

;---------------------------------------------------------------------------
;(ENEMY)夢桜・吹き飛び
[Statedef 861]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = posset
trigger1 = time = 0
y = 0

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 861

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------[速度]
[state a];28
type = velset
Trigger1 = time = 11
x = -4
y = -6

[State 821, 1]
type = VelAdd
Trigger1 = time > 11
y = .48

;---------------------[ステート移行]
[State 821, 3] 
type = SelfState
triggerall = time > 11
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 花蝶扇
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 90
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 8,>=0
Value = 0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1001

;---------------------[サウンド]
[State a];
type = PlaySnd
trigger1 = animelem = 4, = 0
value = 1000,var(5)

[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 8, = 0
value = 1000,2

;---------------------[移動]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 10,0

;---------------------[ヘルパー]

[State explod];斬り
type = Explod
trigger1 = animelem = 4,= 0
anim = 1002
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000,4];扇子
type = helper
trigger1 = AnimElem = 8, = 0
stateno = 1010
id = 1010
name = "SenSu"
pos = 35,-60
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]

[State 1100,end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;扇子 ヘルパー
[Statedef 1010]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1010
sprpriority = 3

[state a]
type = velset
trigger1 = time = 0
x = ifelse(root,var(5) <= 0,3.5,7)

;----------------------
;ＡＩはproj式の飛び道具の情報を取り出せないので、
;それの情報を相手ＡＩにも与える為の措置。

[State 1000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 900, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = 
priority = 1, Miss
sparkno = -1
guard.dist = 0
numhits = 0

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

[State 1051, 2]
type = Projectile
triggerall = root,var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1010
projanim = 1011
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel x,vel y
hitflag = MAF
damage = floor(60 * root,fvar(0)) + root,var(8)*15, 10
getpower = 60,30
givepower = 60+var(29)*6,30+var(29)*3
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = s7002
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,0
air.type = high
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 1051, 2]
type = Projectile
triggerall = (Enemynear,stateno != [15020,15040])
triggerall = root,var(21) >= 1
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1010
projanim = 1011
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel x,vel y
hitflag = MA
damage = floor(60 * root,fvar(0)) + root,var(8)*15, 10
getpower = 60,30
givepower = 60+var(29)*6,30+var(29)*3
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = s7002
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,0
air.type = high
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 1051, 2]
type = Projectile
triggerall = (Enemynear,stateno = [15020,15040])
triggerall = root,var(21) >= 1
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1010
projanim = 1011
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel x,vel y
hitflag = M
damage = floor(60 * root,fvar(0)) + root,var(8)*15, 10
getpower = 60,30
givepower = 60+root,var(29)*6,30+root,var(29)*3
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = s7002
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,0
air.type = high
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[state 1051, destroyself]
type = changestate
triggerall = time > 1
trigger1 = root,numprojID(1010) = 0
value = 1012

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = root,numprojID(1010) = 0
trigger2 = FrontEdgeDist <= -40

;------------------------------------------------------------------------------------
;扇子 ヘルパー・消滅
[Statedef 1012]
type = S
physics = N
movetype = I
ctrl = 0
anim = 1012
sprpriority = 3

[state a]
type = velset
trigger1 = time = 0
x = -2
y = -6

[state a]
type = veladd
trigger1 = time > 0
y = 0.5

[state 1051, destroyself]
type = destroyself
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

;------------------------------------------------------------------------------------
;龍炎舞
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 90
velset = 0,0
anim = 1100
sprpriority = 1
ctrl = 0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 16,>=0
Value = 0

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 10,0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1101

;---------------------[]
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4, = 0
value = 1100,1

;---------------------[移動]

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 3, = 0
x = ifelse(var(5) >= 1,32,22)

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 4, = 0
x = 15

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 16, = 0
x = 8

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 17, = 0
x = 4

;---------------------[]

[State explod];
type = Explod
trigger1 = animelem = 5,= 0 ;EX版も
anim = ifelse(anim = 1101,1111,1110)
id = 1110
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
removeongethit = 1
ignorehitpause = 0

[State explod];
type = Explod
trigger1 = animelem = 10,= 0 ;EX版も
anim = ifelse(anim = 1101,1116,1115)
id = 1115
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000,4]
type = helper
trigger1 = AnimElem = 10, = 0 ;EX版も
stateno = 1120
id = 1120
name = "Fire"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = anim = 1101
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
damage    = 40 + var(8)*10, 6
priority = 8, Hit
getpower = 40,20
givepower = 40+var(29)*4,20+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 18
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -2
air.velocity = -3.5,-5.5
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------------------------
;龍炎舞 ヘルパー
[Statedef 1120]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1120
sprpriority = 3

[state a]
type = velset
trigger1 = time = 0
x = 0

[State 1051, 2]
type = Projectile
triggerall = root,var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1120
projanim = ifelse(root,var(5) >= 1,1122,1121)
projshadow = 68,68,68
projremovetime = 13
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel x,vel y
hitflag = MAF
damage = floor(65 * root,fvar(0)) + root,var(8)*15, 10
getpower = 65,32
givepower = 65+root,var(29)*6,32+root,var(29)*3
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = -1
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,-60
air.type = high
ground.type = high
guard.hittime  = 16
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,ifelse(root,var(5) >= 1,-6.8,-5.5)
air.velocity = -4,ifelse(root,var(5) >= 1,-6.8,-7)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = root,numprojID(1120) = 0
trigger2 = animtime = 0

;------------------------------------------------------------------------------------
;必殺忍蜂
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 90
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1201

;---------------------[]
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0

;---------------------[]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, Velocity]
type = PosAdd
trigger1 = animelem =1, = 0
trigger1 = p2bodydist X >= 20
x = ifelse(var(5) <= 0,5,10)

[State 1100, Velocity]
type = PosAdd
trigger1 = var(5) >= 1
trigger1 = animelem =2, = 0
trigger1 = p2bodydist X >= 20
x = 10

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = ifelse(var(5) <= 0,5,7)

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 10,= 0
x = ifelse(var(5) <= 0,5.5,7)
y = -5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 10 ,>= 0
y = .35

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 0
trigger1 = animelem = 5
trigger1 = var(29) <= 0
attr = S, SA
animtype  = hard
damage    = 45 + var(8)*10, 7
priority = 8, Hit
getpower = 45,22
givepower = 45+var(29)*4,22+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
guard.hittime  = 22
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 0
trigger1 = animelem = 7
attr = S, SA
animtype  = hard
damage    = 45 + var(8)*10, 7
priority = 8, Hit
getpower = 45,22
givepower = 45+var(29)*4,22+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
guard.hittime  = 22
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 0
trigger1 = animelem = 12
attr = A, SA
animtype  = hard
damage    = 45 + var(8)*10, 7
priority = 8, Hit
getpower = 45,22
givepower = 45+var(29)*4,22+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,4
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
ground.velocity = -5,-6
air.velocity = -5,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 1
trigger1 = animelem = 6
trigger1 = prevstateno != [200,499]
attr = S, SA
animtype  = hard
damage    = 50 + var(8)*10, 8
priority = 8, Hit
getpower = 50,25
givepower = 50+var(29)*5,25+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 1
trigger1 = animelem = 7
attr = S, SA
animtype  = hard
damage    = 45 + var(8)*10, 7
priority = 8, Hit
getpower = 45,22
givepower = 45+var(29)*4,22+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 1
trigger1 = animelem = 12
attr = A, SA
animtype  = hard
damage    = 50 + var(8)*10, 8
priority = 8, Hit
getpower = 50,25
givepower = 50+var(29)*5,25+var(29)*2
guardflag = M
pausetime = 12,15
guard.pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,4
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
ground.velocity = -6.5,-6
air.velocity = -6.5,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

;------------------------------------------------------------------------------------
;必殺忍蜂 着地
[Statedef 1210]
type = S
movetype = I
physics = S
anim = 1210
juggle  = 0
velset = 0,0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;ムササビの舞
[Statedef 1300]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 60
velset = 0,0
anim = 1300
sprpriority = 1
ctrl = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
v = 20
value = -60

;---------------------[コマンド判定]

[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

;---------------------[]
[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 7, = 0
value = 1300,0

[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 10, = 4
value = 1300,1

;---------------------[]

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 11,= 0
x = ifelse(var(5) <= 0,5,10)
y = 10

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = movecontact = 0
trigger1 = animelem = 11
attr = A, SA
animtype  = hard
damage    = 70 + var(8)*17, 11
priority = 8, Hit
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 16
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3.5,-8
air.velocity = -3.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

;---------------------[]

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1305
ctrl = 0

;------------------------------------------------------------------------------------
;ムササビの舞 着地
[Statedef 1305]
type = S
movetype = I
physics = S
anim = 1305
juggle  = 0
velset = 0,0

[State 1301, 1]
type = VelSet
trigger1 = Time = 0
x = 5

[State 1301, 1]
type = VelMul
trigger1 = 1
x = 0.8

[State 1301, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------------------------
;ムササビの舞(地上版)
[Statedef 1400]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 30
velset = 0,0
anim = 1400
sprpriority = 1
ctrl = 0

[State 1450]
type = null ;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

;---------------------[]
[State 1000, 2]
type = PlaySnd
trigger1 = animelem = 1, = 2
value = 40,1

;---------------------[]

[State 1100, StateType]
type = turn
triggerall = AnimElem = 2, = 0
trigger1 = command = "holdfwd" && var(59) <= 0
trigger2 = var(59) >= 1
value = 1

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = -8
y = -10.5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 2 ,>= 0
y = .55

;---------------------[]

[State 1000, 0]
type = ChangeState
triggerall = time > 32 || Vel Y > 0
triggerall = statetype = A
trigger1 = command = "holddown"
trigger1 = command = "a" && var(59) <= 0
trigger2 = fvar(6) = 650 && var(59) <= 0
value = 650
ctrl = 0

[State 1000, end]
type = ChangeState
triggerall = time > 32 || Vel Y > 0
trigger1 = BackEdgeBodyDist <= 40
value = 1410
ctrl = 0

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1420
ctrl = 0


;------------------------------------------------------------------------------------
;ムササビの舞(地上版) 壁張り付き
[Statedef 1410]
type = A
movetype = I
physics = N
anim = 1410
juggle  = 0
velset = 0,0

[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1301, 1]
type = PosSet
trigger1 = 1
x = ifelse(facing = 1,-150,150)

[State 1301, end]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(5) = 0
trigger1 = command = "おしっぱなしx" && var(59) <= 0
trigger2 = var(5) = 1
trigger2 = command = "おしっぱなしy" && var(59) <= 0
trigger3 = var(59) >= 1 && p2bodydist X <= 130
trigger3 = var(5) := 1
value = 1450
ctrl = 0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1415
ctrl = 0

;------------------------------------------------------------------------------------
;ムササビの舞(地上版) 降下
[Statedef 1415]
type = A
movetype = I
physics = N
anim = 1415
juggle  = 0
velset = 0,0

[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1301, 1]
type = Veladd
trigger1 = 1
y = 0.5

[State 1301, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1420
ctrl = 0

;------------------------------------------------------------------------------------
;ムササビの舞(地上版) 着地
[Statedef 1420]
type = S
movetype = I
physics = S
anim = 1420
juggle  = 0
velset = 0,0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;ムササビの舞 派生
[Statedef 1450]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1450
sprpriority = 1
ctrl = 0

[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

;---------------------[]
[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 1300,0

[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 4, = 2
value = 1300,1

;---------------------[]

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5,= 0
x = ifelse(var(5) <= 0,5,10)
y = 10

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = movecontact = 0
trigger1 = animelem = 5
attr = A, SA
animtype  = hard
damage    = 70 + var(8)*17, 11
priority = 8, Hit
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 18
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-6.5
air.velocity = -3.5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

;---------------------[]

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1305
ctrl = 0












;---------------------------------------------------------------------------
; Varのラウンド持ち越し
[Statedef 5900]
type = S

;チーム戦時のドライブゲージ(チーム戦で全くドライブゲージがないまま始まるのも妙なので)
[State 00]
type = varset
triggerall = var(22) = 0
triggerall = time = 0
triggerall = teammode = turns
triggerall = roundno >= 2
trigger1 = var(22) := 1
var(19) = floor(power * 1000 / const(data.power))

[State a];MAX発動ゲージ
type = VarSet
trigger1 = time = 0
v = 20
value = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;---------------------------------------------------------------------------
;(ENEMY)ガードクラッシュ
[Statedef 5910]
type = S
movetype= H
physics = N
sprpriority = 1
facing = enemy,facing

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(5910)
value = 5910

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 50
trigger1 = anim = 5910
trigger1 = SelfAnimExist(5911)
value = 5911

[State 895,ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = anim != 5910
value = 5915

;---------------------[演出]

[State 10000, 1]
type = VelSet
trigger1 = time = 1
x = 0

[State 10000, 1]
type = VelSet
trigger1 = time = 7
x = -6

[State 10000, 1]
type = VelMul
trigger1 = 1
x = 0.85

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

;---------------------[演出]

[State 851, end]
type = SelfState
trigger1 = time >= 60
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------

[state a]
type = varset
triggerall = var(28) < 0
trigger1 = 1
var(28) = 0

[state a]
type = varset
triggerall = var(1) < 0
trigger1 = 1
var(1) = 0

;ガードクラッシュ値回復不能時間
[state a]
type = varadd
triggerall = var(28) >= 1
trigger1 = 1
var(28) = -1

;ガードクラッシュ値回復不能時間
[State 1000, 0]
type = varset
triggerall = fvar(2) > 0
triggerall = var(28) != 180
triggerall = roundstate = 2
trigger1 = moveguarded = 1
trigger2 = projguardedtime(1010) = 1
trigger3 = projguardedtime(1120) = 1
trigger4 = projguardedtime(2011) = 1
trigger5 = projguardedtime(2120) = 1
var(28) = 180

;ガードクラッシュ値回復不能時間・リセット
[State 1000, 0]
type = varset
triggerall = var(28) != 0
trigger1 = roundstate != 2
var(28) = -1


;ガードクラッシュ値回復
[state a]
type = varadd
triggerall = var(1) >= 1
trigger1 = var(28) <= 0
trigger1 = gametime % 20 = 0
var(1) = -3

;ガードクラッシュ値削り
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = moveguarded = 1
trigger1 = stateno = [200,2999]
trigger2 = projguardedtime(1010) = 1
trigger3 = projguardedtime(1120) = 1
trigger4 = projguardedtime(2011) = 1
trigger5 = projguardedtime(2120) = 1
var(1) = floor(6*fvar(2))

;ガードクラッシュ値削り追加分
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = moveguarded = 1
trigger1 = stateno = 210 || stateno = 215 || stateno = 240 || stateno = 245
trigger2 = moveguarded = 1
trigger2 = stateno = 410 || stateno = 440 || stateno = 610 || stateno = 640 || stateno = 650
trigger3 = moveguarded = 1
trigger3 = stateno = 2100
trigger4 = projguardedtime(2011) = 1
trigger5 = projguardedtime(2120) = 1
var(1) = floor(4*fvar(2))

;ガードクラッシュ値削り追加分・ふっとばし攻撃
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = moveguarded = 1
trigger1 = stateno = 290 || stateno = 690
var(1) = ifelse(stateno = 290,floor(9*fvar(2)),floor(6*fvar(2)))

;ガードクラッシュ値・リセット
[State 1000, 0]
type = varset
triggerall = var(1) != 0
trigger1 = roundstate != 2
var(1) = 0

;ガードクラッシュ音
[State 2]
type = playsnd
triggerall = fvar(2) > 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
value = 5910, 0

[State a]
type = EnvColor
triggerall = fvar(2) > 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
persistent = 0
time = 1
value = 255,255,255
under = 2

[State 6000];Drive Canncel
type = Explod
triggerall = fvar(2) > 0
triggerall = teamside = 1
triggerall = Numexplod(7940) = 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
anim = 7941
id = 7940
sprpriority = 9
postype = right
pos = -65,50
ontop = 1
bindtime = -1
ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = fvar(2) > 0
triggerall = teamside != 1
triggerall = Numexplod(7940) = 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
anim = 7940
id = 7940
sprpriority = 9
postype = left
pos = 65,50
ontop = 1
bindtime = -1
ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State explod];エフェクト
type = Explod
triggerall = fvar(2) > 0
triggerall = Numexplod(5910) = 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
anim = 5917
id = 5910
sprpriority = 3
postype = p2
pos = 0,-50
vel = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;ガードクラッシュ
[State 2, targetstate]
type = targetstate
triggerall = fvar(2) > 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
value = 5910

;ガードクラッシュ値・リセット
[State 1000, 0]
type = varset
triggerall = var(1) != 0
trigger1 = numtarget
trigger1 = target,statetype = S || target,statetype = C
trigger1 = target,movetype = H && target,stateno = 5910
trigger1 = target,anim = [5910,5919]
var(1) = 0

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

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[State -2, 1]
type = stopSnd
trigger1 = !alive
channel = 5

[State -2, 4];ハイジャンプ判定
type = varadd
trigger1 = 1
v = 15
value = -1

[state -2, a];崩れＫＯ用
type = varset
triggerall = var(24) = 0 && alive
trigger1 = statetype != A
var(24) = 1

[state -2, a];崩れＫＯ用
type = varset
triggerall = var(24) != 0 && alive
trigger1 = statetype = A
var(24) = 0

;KOボイス
[State 00]
type = PlaySnd
trigger1 = !alive && life <= 0
trigger1 = var(27) = 0
trigger1 = stateno != 5950
trigger1 = var(27) := 1
value = 11, 1
channel = 4

[state -2, a]
type = varset
triggerall = var(27) = 1
trigger1 = alive
var(27) = 0

; 勝利フラグ
[State win]
type = varset
triggerall = var(13) = 0
trigger1 = win
var(13) = 1

[State win]
type = varset
triggerall = var(13) = 1
trigger1 = roundstate = 1
var(13) = 2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダッシュ終了時のエフェクトの消去
[State 1];ブレスレットのエフェクト消去、主に通常動作
type = removeexplod
trigger1 = MoveType = H && stateno != [120,159]
ID = 3000

[State 1];
type = removeexplod
triggerall = time > 1
trigger1 = RoundState != 4
ID = 171

[State 1];
type = removeexplod
triggerall = time > 1
trigger1 = RoundState != 4
ID = 182

[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2200

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 100
ID = 102

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 101
ID = 103

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 210
ID = 210

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 290
ID = 290

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 610
ID = 610

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 690
ID = 690

[State 200, ice]
type = RemoveExplod
trigger1 = stateno != 1100
ID = 1110

[State 200, ice]
type = RemoveExplod
trigger1 = stateno != 2100
ID = 2110

[State 200, ice]
type = RemoveExplod
trigger1 = stateno != [3000,3499]
ID = 3001

[State 200, ice]
type = RemoveExplod
trigger1 = stateno != 3100 && stateno != 3150
ID = 3101

[State 200, ice]
type = RemoveExplod
trigger1 = stateno != [3000,3499]
ID = 3014

[State 200, ice]
type = RemoveExplod
trigger1 = stateno != [3000,3499]
ID = 3111

[State 200, ice]
type = RemoveExplod
trigger1 = stateno != [3000,3499]
ID = 3114

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;//////////////////////////////////////////////////////////////////////////
;ダメージボイス
[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1 && life > 0
trigger1 = GetHitVar(animtype) = 0
value = 5000,0+(random%4)
persistent = 0
channel = 5

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1 && life > 0
trigger1 = GetHitVar(animtype) = 1
value = 5001,0+(random%4)
persistent = 0
channel = 5

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1 && life > 0
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5002,0+(random%4)
persistent = 0
channel = 5

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////

[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0

[state a];
type = varadd
triggerall = enemy,movetype = H
trigger1 = stateno = 1320 || stateno = 2320
trigger1 = movehit = 1
var(7) = 1

[state a];連続ヒット数記憶
type = varadd
triggerall = enemy,movetype = H
trigger1 = stateno = [200,2999]
trigger1 = stateno != [800,899]
trigger1 = movehit = 1
trigger2 = projhittime(1010) = 1
trigger3 = projhittime(2011) = 1
trigger4 = projhittime(1120) = 1
trigger5 = projhittime(2120) = 1
var(7) = 1

[state a];ヒット数リセット
type = varset
trigger1 = Enemynear,ctrl || Enemynear,movetype != H
trigger2 = roundstate != 2
trigger3 = Enemynear,statetype = L 
var(7) = 0

[state a];補正
type = varset
trigger1 = enemy,movetype = H
trigger1 = var(7) >= 1
fvar(0) = (100.0 - (var(7) * 5.0)) / 100.0

[state a];補正(超必)・(AC版)
type = varset
triggerall = fvar(0) < 0.5
trigger1 = var(29) <= 0
trigger1 = stateno = [3000,3499]
trigger2 = stateno = [3500,3999]
fvar(0) = 0.5

[state a];補正(超必)・(家庭用版)
type = varset
trigger1 = stateno = [3000,3499]
trigger1 = fvar(0) < 0.4
fvar(0) = 0.4

[state a];補正
type = varset
trigger1 = fvar(0) < 0.2
fvar(0) = 0.2

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////

[State a]
type = null ;AssertSpecial
trigger1 = RoundState != 2
flag = nobardisplay

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ハイパードライブゲージ
;//////////////////////////////////////////////////////////////////////////

;ドライブゲージ回復停止時間(ドライブキャンセル使用後、３カウント回復しない)
[state a]
type = varadd
triggerall = var(3) >= 1
trigger1 = 1
var(3) = -1

;-----

[state -2 ,1];ハイパードライブモード発動時のパワーセット
type = varset
trigger1 = var(20) = 600
var(2) = power

[state -2 ,1]
type = varadd
triggerall = time = 1
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger3 = stateno = 2200
trigger4 = stateno = 2300
trigger5 = stateno = 3000
trigger6 = stateno = 3100
var(2) = -1000

[state -2 ,1]
type = varadd
triggerall = time = 1
trigger1 = stateno = 3050
trigger2 = stateno = 3150
var(2) = -2000

[state -2 ,1]
type = varset
trigger1 = var(2) < 0
var(2) = 0

[state a]
type = powerset
trigger1 = var(20) > 0
value = var(2)
ignorehitpause = 1

;-----

[state a]
type = varset
triggerall = var(20) <= 0
trigger1 = var(19) > 1000
var(19) = 1000

[state a]
type = varset
trigger1 = var(19) < 0
trigger2 = var(20) > 0
var(19) = 0

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 200 || stateno = 400
var(19) = floor(25 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 230 || stateno = 430
var(19) = floor(30 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 1100
var(19) = floor(40 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 600 || stateno = 630 || (stateno = 1200 && var(5) <= 0)
var(19) = floor(45 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = (stateno = 1200 && var(5) >= 1)
var(19) = floor(50 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
trigger1 = projhittime(1010) = 1
var(19) = floor(60 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 650
var(19) = floor(60 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
trigger1 = projhittime(1120) = 1
var(19) = floor(65 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 215 || stateno = 245 || stateno = 410 ||stateno = 610 || stateno = 640 || stateno = 1300 || stateno = 1450
var(19) = floor(70 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 290
var(19) = floor(75 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 210 || stateno = 240 || stateno = 440 ||stateno = 690
var(19) = floor(80 * ifelse(movehit,0.6,0.2))

;---

;ガード時のドライブゲージ増加
[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = stateno = 150 ||  stateno = 152 || stateno = 154
triggerall = alive = 1
trigger1 = time = 0
var(19) = 5 ;本当はガードしなかった時のダメージの３０％だけど、MUGENでは参照にできるトリガーがないので

;ダメージ時のドライブゲージ増加
[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = alive = 1
trigger1 = time = 0
var(19) = floor(GetHitVar(damage)*0.4)

;---

;ダメージ時のパワーゲージ増加
[state a]
type = poweradd
triggerall = var(20) <= 0
triggerall = var(29) >= 1
triggerall = var(9) != 10 ;相手が俺のKOF１３キャラじゃない時
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(damage) > 0
value = floor(GetHitVar(damage)*0.1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ハイパードライブモード
;//////////////////////////////////////////////////////////////////////////
;---------------------[変数]

[state a]
type = varadd
triggerall = !((stateno = 3000 && time <= 28) || (stateno = 3050 && time <= 28) || (stateno = 3100 && time <= 28) || (stateno = 3150 && time <= 28))
trigger1 = var(20) > 0
v = 20
value = -1
ignorehitpause = 0

[state a]
type = varset
trigger1 = var(20) < 0
v = 20
value = 0

;---------------------[演出]

[State -2, Original Combo PalFX]
type=palfx
trigger1= var(20)>120
time=2
add=32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32)
ignorehitpause=1

[State -2, Original Combo PalFX]
type=palfx
trigger1= var(20)=[1,120]
time=2
add=64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64)
ignorehitpause=1

[State a];点滅
type = null ;palfx
trigger1 = var(20) > 0
trigger1 = gametime % 2 = 0
time = 1
add = 126,126,0
color = 1
ignorehitpause = 1

[state a]
type = varset
trigger1 = roundstate = 1
trigger1 = var(20) > 0
v = 20
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ゲージ
;//////////////////////////////////////////////////////////////////////////
;---------------------[ヘルパー]
[state a];ゲージ
type = Helper
triggerall = numhelper(7500) = 0
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = partner,numhelper(7500) = 0
id = 7500
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 7500
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 0 
ownpal = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 空中追撃判定

[state a];通常技空中ヒット時、追撃不可になる(なんでも判定は除く)
type = varset
triggerall = var(21) <= 0 && roundstate = 2
triggerall = movehit = 1 && var(8) = 0
triggerall = numexplod(7900) = 0
triggerall = Enemynear,statetype = A && Enemynear,movetype = H
trigger1 = stateno = [200,699]
trigger1 = stateno != 250 && stateno != 260
var(21) = 1

[state a];解除
type = varset
triggerall = var(21) >= 1
trigger1 = Enemynear,statetype != A
trigger2 = Enemynear,movetype = A
trigger3 = roundstate != 2
trigger4 = movehit = 1
trigger4 = (stateno = [1000,1999]) || (stateno = [2000,3999]) || var(8) >= 1
trigger5 = projhittime(1010) = 1
trigger6 = projhittime(1120) = 1
trigger7 = projhittime(2011) = 1
trigger8 = projhittime(2120) = 1
var(21) = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::カウンターヒット設定

[state a]
type = varset
trigger1 = enemy,movetype = A
v = 8
value = 1
ignorehitpause = 1

[State 6000];Counter!
type = Explod
triggerall = teamside = 1
triggerall = stateno != [800,899] ;投げ
triggerall = numexplod(7900) = 0
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = projhittime(1010) = 1
trigger3 = projhittime(1120) = 1
trigger4 = projhittime(2011) = 1
trigger5 = projhittime(2120) = 1
anim = 7900
id = 7900
sprpriority = 9
postype = left
pos = 60,85
ontop = 1
bindtime = -1
removetime = 40
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Counter!
type = Explod
triggerall = teamside = 2
triggerall = stateno != [800,899] ;投げ
triggerall = numexplod(7900) = 0
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = projhittime(1010) = 1
trigger3 = projhittime(1120) = 1
trigger4 = projhittime(2011) = 1
trigger5 = projhittime(2120) = 1
anim = 7901
id = 7900
sprpriority = 9
postype = right
pos = -60,85
ontop = 1
bindtime = -1
removetime = 40
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a]
type = EnvColor
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = projhittime(1010) = 1
trigger3 = projhittime(1120) = 1
trigger4 = projhittime(2011) = 1
trigger5 = projhittime(2120) = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[state a]
type = varset
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = projhittime(1010) = 1
trigger3 = projhittime(1120) = 1
trigger4 = projhittime(2011) = 1
trigger5 = projhittime(2120) = 1
var(6) = 1
ignorehitpause = 1

[state a]
type = varadd
trigger1 = var(6) = [1,5]
var(6) = 1

[state a]
type = varset
trigger1 = var(6) >= 6
var(6) = 0
ignorehitpause = 1

[state a]
type = varset
trigger1 = enemy,movetype != A
v = 8
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;特殊メッセージ
;//////////////////////////////////////////////////////////////////////////

[state a];アンディ
type = varset
triggerall = var(9) = 0 || var(9) = 10
trigger1 = p2name = "Andy Bogard" || p4name = "Andy Bogard"
v = 9
value = 1

[state a];俺製作KOFXIII仕様キャラ
type = varset
triggerall = var(9) != 10 && roundstate = 2
triggerall = EnemyNear(Var(53)),authorname = "P-tan"
trigger1 = EnemyNear(Var(53)),name = "Shiranui Mai"
trigger2 = EnemyNear(Var(53)),name = "Leona XIII"
trigger3 = EnemyNear(Var(53)),name = "Kula Diamond"
trigger4 = EnemyNear(Var(53)),name = "Izuko Chrysoberyl"
trigger5 = EnemyNear(Var(53)),name = "Rock Howard"
trigger6 = EnemyNear(Var(53)),name = "Hotaru Futaba XIII"
trigger7 = EnemyNear(Var(53)),name = "Ryunmei Ranka"
v = 9
value = 10

;----------------------------------------------
;ガードエフェクト
[State -2, gard];立ちガード
type = Explod
trigger1 = NumExplod(120) = 0
trigger1 = anim = 120
trigger1 = animelem = 3, = 0
anim = 160
id = 120
postype = p1
pos = 0,0
facing = 1
bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 120
trigger2 = animelem = 4, > 0
id = 120

[State -2, gard];しゃがみガード
type = Explod
trigger1 = NumExplod(121) = 0
trigger1 = anim = 121
trigger1 = animelem = 3, = 0
anim = 161
id = 121
postype = p1
pos = 0,0
facing = 1
bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 121
trigger2 = animelem = 4, > 0
id = 121

[State -2, gard];爆発
type = Explod
triggerall = NumExplod(1113) = 0
trigger1 = projhittime(1120) = 10
trigger2 = projhittime(2120) = 10
anim = 1113
id = 1113
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

;---------------------------------
;右代宮縁寿「メタ返し＆メタ再反論」対応ステート

[State -2];メタ返し〜カットイン（右向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2910 && enemynear,time = 2
trigger1 = facing = 1
anim = 19864
ID = 19864
postype = left
pos = 0,240
facing = 1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ返し〜カットイン（左向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2910 && enemynear,time = 2
trigger1 = facing = -1
anim = 19864
ID = 19864
postype = right
pos = 0,240
facing = -1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ返し〜ボイス
type = PlaySnd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2910 && enemynear,time = 2
value = s7000,0

[State -2];メタ返し〜パワーゲージ消費
type = Poweradd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2910 && enemynear,time = 2
value = -1000

[State -2];メタ再反論〜カットイン（右向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2930 && enemynear,time = 2
trigger1 = facing = 1
anim = 19865
ID = 19865
postype = left
pos = 0,240
facing = 1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ再反論〜カットイン（左向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2930 && enemynear,time = 2
trigger1 = facing = -1
anim = 19865
ID = 19865
postype = right
pos = 0,240
facing = -1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ再反論〜ボイス
type = PlaySnd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2930 && enemynear,time = 2
value = s7000,1

[State -2];メタ再反論〜パワーゲージ消費
type = Poweradd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2930 && enemynear,time = 2
value = -2000

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -3]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106
value = 41, 0

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = animtime = 0
triggerall = anim = 40
trigger1 = stateno = 40 || stateno = [41,69]
trigger1 = var(15) <= 0
value = 40, 0
channel = 3

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = animtime = 0
triggerall = anim = 40
trigger1 = stateno = 40 || stateno = [41,69]
trigger1 = var(15) > 1
value = 40, 1
channel = 3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup" && var(59) <= 0
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup" && var(59) <= 0
trigger2 = movetype = H
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


;------------------------------------
;敵空中喰らい行動不能再現用奪取ステート

[State 2, targetstate]
type = targetstate
triggerall = numtarget(200)
triggerall = target(200),alive
triggerall = var(21) >= 1
trigger1 = target(200),stateno = 5020
trigger1 = target(200),statetype = A
trigger1 = target(200),movetype = H
value = 15020

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

;崩れKO移行
[State -2, 3] 
type = ChangeState
trigger1 = !alive
trigger1 = var(24) = 1
trigger1 = (prevstateno = [120,159])
trigger1 = Stateno = [5000,5999]
trigger1 = Stateno != 5950
trigger1 = anim != 5950
trigger1 = Pos Y = 0
value = 5950

[State 2, destroyself];分身バグ対策
type = destroyself
trigger1 = ishelper
trigger1 = movetype = H

;------------------------------------
;先行入力関係

;先行入力受付時間カウント
[State 1000, 0]
type = varadd
trigger1 = fvar(5) > 0
fvar(5) = -1

[State 1000, 0]
type = varset
triggerall = fvar(6) != 0
trigger1 = fvar(5) = 0
fvar(6) = 0

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 3000 || (var(29) >= 1 && var(20) > 0 && power >= 2000)
triggerall = var(20) > 0 || var(19) >= 1000
trigger1 = command = "NEO MAX"
fvar(6) = 3500

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 2000
trigger1 = command = "超忍蜂EX"
fvar(6) = 3050

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "超忍蜂"
fvar(6) = 3000

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "ムササビ"
trigger1 = command = "x"
trigger1 = fvar(7) := 1
trigger2 = command = "y"
trigger2 = fvar(7) := 2
fvar(6) = 1400

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "忍蜂EX"
fvar(6) = 2200

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "忍蜂"
trigger1 = command = "a"
trigger1 = fvar(7) := 1
trigger2 = command = "b"
trigger2 = fvar(7) := 2
fvar(6) = 1200

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "龍炎舞EX"
fvar(6) = 2100

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "龍炎舞"
trigger1 = command = "x"
trigger1 = fvar(7) := 1
trigger2 = command = "y"
trigger2 = fvar(7) := 2
fvar(6) = 1100

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "花蝶扇EX"
fvar(6) = 2000

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "花蝶扇"
trigger1 = command = "x"
trigger1 = fvar(7) := 1
trigger2 = command = "y"
trigger2 = fvar(7) := 2
fvar(6) = 1000

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "holdfwd" || command = "holdback"
trigger1 = command = "y"
fvar(6) = 850

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = statetype = A
triggerall = command = "holddown"
trigger1 = command = "a"
fvar(6) = 650

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
trigger1 = command = "BB"
fvar(6) = 105

[State 1000, 0]
type = varset
trigger1 = time = 1
trigger1 = fvar(6) = stateno
fvar(5) = 0

[State 1000, 0]
type = varset
trigger1 = time = 1
trigger1 = fvar(6) = stateno
fvar(6) = 0

;------------------------------------
;空中ガードの可否
[State 1000, 0]
type = varset
triggerall = var(23)  = 0
trigger1 = 0 ; ←の数字を1にすれば、このキャラは空中ガードできなくなります。
var(23) = 1

[State 1000, 0]
type = AssertSpecial
triggerall = var(23) >= 1
triggerall = roundstate = 2
trigger1 =  1
flag = noairguard

;------------------------------------
;トレーニング時のドライブコンボ練習用
[state a]
type = varset
triggerall = var(20) <= 0
triggerall = var(19) < 1000
triggerall = var(3) <= 0
trigger1 = 0 ;←の数字を 1 にすると、常にドライブゲージがMAXになります。
trigger2 = p2name = "Training"
var(19) = 1000

;勝利画面演出の有無
[State 1000, 0]
type = varset
triggerall = var(25)  = 0
trigger1 = 1; ←の数字を0にすれば、勝利画面演出がなくなります。
var(25) = 1

;ガードクラッシュの有無、しやすさ
[State 1000, 0]
type = varset
triggerall = fvar(2)  = 0
trigger1 = 1 ; ←の数字を0にすれば、ガークラ無し
fvar(2) = 1.0 ;←ガークラ値上昇比率。デフォなら１３発連続ガードでガークラ

;先行入力受付時間
[State 1000, 0]
type = varset
triggerall = fvar(5)  = 0
trigger1 = fvar(6) > 0
fvar(5) = 5 ;←受付時間(F)

;AC版or家庭用版(暫定)
[State 1000, 0]
type = varset
triggerall = var(29)  = 0
trigger1 = 1
var(29) = 1 ; ←の数字を0にすればAC版、1にすれば家庭用版の性能になります。
            ; 　と、言いたい所ですが、ぶっちゃけAC版にするメリットはほとんどないので、ほぼ変化しません。
