
[Data]
life = 1000   
power = 3000   
attack = 140   
defence = 95 
fall.defence_up  = 50     
liedown.time  = 60   
airjuggle = 15    
sparkno = 2      
guard.sparkno = 40     
KO.echo = 1   
volume = 255    
IntPersistIndex = 0      
FloatPersistIndex = 40    

[Size]
xscale = 0.9  
yscale = 0.89   
ground.back = 15      
ground.front = 16   
air.back = 12      
air.front = 12      
height = 60      
attack.dist = 160  
proj.attack.dist = 90 
proj.doscale = 1 
head.pos = -5,-90  
mid.pos = -5,-60  
shadowoffset = 0       
draw.offset = 0,0     

[Velocity]
walk.fwd = 2.0       
walk.back = -2.0      
run.fwd = 8.5,0       
run.back = -8.5,-3.8   
jump.neu = 0,-11.0
jump.back = -3.5       
jump.fwd = 2.6     
runjump.back = -2.55,-8.1  
runjump.fwd = 6,-8.1    
airjump.neu = 0,-8.1      
airjump.back = -3.55       
airjump.fwd = 3.5        

[Movement]
airjump.num  = 0        
airjump.height = 35      
yaccel = .53    
stand.friction = .85   
crouch.friction = .82      

;使用Var
;var(0)  = モード判別(貴き白の竜姫 = 0 殺意の波動に目覚めた竜 = 1)
;var(1)  = 1P,2P側判定
;var(2)  = カウンターヒット
;var(3)  = ファーストアタック
;var(4)  = ライフ判別
;var(5)  = ライフ情報
;var(6)  = KOボイス
;var(7)  = ヒット確認(movehit)
;var(8)  = ヒット確認(moveguarded)
;var(9)  = stateno
;var(10) = 壁バウンド確認
;var(11) = 匡山登山ブレス追加入力
;var(12) = 背景色
;var(13) = 背景色
;var(14) = 背景色
;var(15) = 勝利台詞相手判別
;var(16) = 必殺技弱強判別
;var(17) = アナブラ死体
;var(18) = パートナー鏖殺フラグ
;var(19) = 怒りの鉄拳EX
;var(54) = ハイジャンプ判定
;var(55) = ハイジャンプ左右入力判定
;var(56) = チャンスメイク・前入力
;var(57) = チャンスメイク・下入力
;fvar(10) = Ｘ軸速度を記憶
;fvar(11) = Ｙ軸速度を記憶

;--------------------------
;基本行動のステート
;--------------------------
;立ち
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = (Anim = [0,1]) && AnimTime = 0
value = ifelse(Random <= 500,0,1)

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State a]
type = bgpalfx
triggerall = roundstate > 1
trigger1 = RoundNo = 1
trigger1 = prevstateno = [10190,10193]
time = -1
add = 0,0,0
persistent = 0
ignorehitpause = 1

[State a]
type = helper
triggerall = roundstate > 1
triggerall = !numhelper(10203)
trigger1 = RoundNo = 1
trigger1 = prevstateno = [10190,10193]
ID = 10203
pos = 0,0
name = "anabura"
postype = p1
stateno = 10203
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State a]
type = DestroySelf 
trigger1 = IsHelper

;--------------------------------
;しゃがみ
[Statedef 11]
type    = C
physics = C
anim = ifelse(Random <= 500,11,13)
sprpriority = 0

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

;------------------------
;歩行
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[state 20]
type = EnvShake
triggerall = Anim = 20
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
time = 10

[state 20]
type = Helper
triggerall = Anim = 20
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
id = 6000
name = "dust"
pos = 30,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[State 20]
type = PlaySnd
triggerall = Anim = 20
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
value = 0,8

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

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

[state a]
type = varset
trigger1 = Time = 0
v = 18
value = 0

[State 52]
Type = Turn
Trigger1 = P2Dist X < 0

[State 52, 1]
type = Explod
trigger1 = Time = 0
anim = 6010
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6010

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

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 5
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

[state 100]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
time = 20

[State 100]
type = Explod
trigger1 = AnimElem = 1
anim = 6020
postype = p1
pos = -20,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[state 100]
type = Helper
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
id = 6000
name = "dust"
pos = -10,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[State 100]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
value = 0,8

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = time >= 10
trigger1 = command != "holdfwd"
value = 101

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

[State 101]
type = Explod
trigger1 = Time = 0
anim = 6020
postype = p1
pos = 50,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[State 101]
type = PlaySnd
trigger1 = Time = 0
value = 6,1

[State 101, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 101, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 101, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 101, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 105]
type = PlaySnd
trigger1 = Time = 0
value = 6,0

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;------------------
;バックステップ着地
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106

[State 100]
type = Explod
trigger1 = Time = 0
anim = 6020
postype = p1
pos = -20,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[State 106]
type = PlaySnd
trigger1 = Time = 0
value = 6,1

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = !helper(20000),var(5) = 1
value = 5,12

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = helper(20000),var(5) = 1
value = 5,12
channel = 0

[State a]
type = AssertSpecial
trigger1 = time = [0,240]
flag = roundnotover

;-----------------------
;タイムオーバーで引き分けた時
[Statedef 175]
type = S
ctrl = 0
anim = 175

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = !helper(20000),var(5) = 1
value = 5,14

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = helper(20000),var(5) = 1
value = 5,14
channel = 0

[State a]
type = AssertSpecial
trigger1 = time = [0,240]
flag = roundnotover

;----------------------
;勝利ポーズ分岐
[Statedef 180]
type = S

[State a]
type = ChangeState
trigger1 = PrevStateNo != 3001
value = 181+Random % 3

[State a]
type = ChangeState
trigger1 = PrevStateNo = 3001
value = 3002

;-------------------
;勝利ポーズ1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 13
trigger1 = !helper(20000),var(5) = 1
value = 5,9

[State a]
type = PlaySnd
trigger1 = AnimElem = 13
trigger1 = helper(20000),var(5) = 1
value = 5,9
channel = 0

[State a]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;-------------------
;勝利ポーズ2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 13
trigger1 = !helper(20000),var(5) = 1
value = 5,7

[State a]
type = PlaySnd
trigger1 = AnimElem = 13
trigger1 = helper(20000),var(5) = 1
value = 5,7
channel = 0

[State a]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;-------------------
;勝利ポーズ3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = Helper
trigger1 = AnimElem = 15
id = 184
name = "fire"
pos = ceil(25*const(size.xscale)),ceil(-90*const(size.yscale))
postype = p1
stateno = 184
helpertype = normal
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElem = 15
id = 185
name = "fire"
pos = ceil(25*const(size.xscale)),ceil(-90*const(size.yscale))
postype = p1
stateno = 185
helpertype = normal
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 15
value = 0,11

[State a]
type = PlaySnd
trigger1 = AnimElem = 15
trigger1 = !helper(20000),var(5) = 1
value = 5,8

[State a]
type = PlaySnd
trigger1 = AnimElem = 15
trigger1 = helper(20000),var(5) = 1
value = 5,8
channel = 0

[State a]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;---------------------
;火の粉勝利
[Statedef 184]
anim = 184
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 1,1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 225,225

[state a]
type = DestroySelf
trigger1 = Numhelper(7000) = 1

;-------------------------
;火の粉勝利
[Statedef 185]
anim = 185
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State a]
type = PalFX
trigger1 = time = 0
time = -1
add = -200,200,200

[State a]
type = VelSet
trigger1 = time = 0
y = -2

[State a]
type = DestroySelf
trigger1 = animtime = 0

;--------------------
;イントロ分岐
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State a];汎用イントロ
type = ChangeState
trigger1 = Time = 5
trigger1 = var(0) = 0
value = 191

[State a];汎用イントロ
type = ChangeState
trigger1 = Time = 5
trigger1 = var(0) = 1
value = 10190

[State a];アサシン
type = ChangeState
trigger1 = P2Name = "EIN"        || P4Name = "EIN"
trigger2 = P2Name = "Oswald"     || P4Name = "Oswald"
trigger3 = P2Name = "millia"     || P4Name = "millia"
trigger4 = P2Name = "Zato-1"     || P4Name = "Zato-1"
trigger5 = P2Name = "gg_venom"   || P4Name = "gg_venom"
trigger6 = P2Name = "assassin"   || P4Name = "assassin"
trigger7 = P2Name = "Lieselotte" || P4Name = "Lieselotte"
value = 1902

[State a];吸血鬼
type = ChangeState
trigger1  = P2Name = "MORA"                || P4Name = "MORA"
trigger2  = P2Name = "Demitri"             || P4Name = "Demitri"
trigger3  = P2Name = "raigu's dracula"     || P4Name = "raigu's dracula"
trigger4  = P2Name = "SLAYER"              || P4Name = "SLAYER"
trigger5  = P2Name = "Sion Eltnam Atlasia" || P4Name = "Sion Eltnam Atlasia"
trigger6  = P2Name = "Sion_Eltnam_Atlasia" || P4Name = "Sion_Eltnam_Atlasia"
trigger7  = P2Name = "Sion TATARI"         || P4Name = "Sion TATARI"
trigger8  = P2Name = "Sion_TATARI"         || P4Name = "Sion_TATARI"
trigger9  = P2Name = "V-sion-D"            || P4Name = "V-sion-D"
trigger10 = P2Name = "Arcueid Brunestud"   || P4Name = "Arcueid Brunestud"
trigger11 = P2Name = "Red_Arcueid"         || P4Name = "Red_Arcueid"
trigger12 = P2Name = "Dark Arcueid"        || P4Name = "Dark Arcueid"
trigger13 = P2Name = "Akaitsuki"           || P4Name = "Akaitsuki"
trigger14 = P2Name = "Nrvnqsr_Chaos"       || P4Name = "Nrvnqsr_Chaos"
trigger15 = P2Name = "Warachia"            || P4Name = "Warachia"
trigger16 = P2Name = "Satsuki Yumiduka"    || P4Name = "Satsuki Yumiduka"
trigger17 = P2Name = "Yumiduka_Satsuki"    || P4Name = "Yumiduka_Satsuki"
trigger18 = P2Name = "dio"                 || P4Name = "dio"
trigger19 = P2Name = "Shadow DIO"          || P4Name = "Shadow DIO"
trigger20 = P2Name = "vanillaice"          || P4Name = "vanillaice"
trigger21 = P2Name = "remilia"             || P4Name = "remilia"
trigger22 = P2Name = "Remilia_Scarlet"     || P4Name = "Remilia_Scarlet"
trigger23 = P2Name = "Erika_Sendou"        || P4Name = "Erika_Sendou"
value = 1903

[State a];カンフー
type = ChangeState
trigger1 = P2Name = "RUILI"            || P4Name = "RUILI"
trigger2 = P2Name = "Kung Fu Man"      || P4Name = "Kung Fu Man"
trigger3 = P2Name = "Kung Fu Girl"     || P4Name = "Kung Fu Girl"
trigger4 = P2Name = "KungFuGirl UZUKI" || P4Name = "KungFuGirl UZUKI"
trigger5 = P2Name = "Kung Fu Mako"     || P4Name = "Kung Fu Mako"
trigger6 = P2Name = "fei-long"         || P4Name = "fei-long"
value = 1904

[State a];正義の味方
type = ChangeState
trigger1 = P2Name = "AL"        || P4Name = "AL"
trigger2 = P2Name = "AL AZIF"   || P4Name = "AL AZIF"
trigger3 = P2Name = "cvschunli" || P4Name = "cvschunli"
trigger4 = P2Name = "cvsjill"   || P4Name = "cvsjill"
trigger5 = P2Name = "KY KISKE"  || P4Name = "KY KISKE"
trigger6 = P2Name = "Ky=kiske"  || P4Name = "Ky=kiske"
trigger7 = P2Name = "justice"   || P4Name = "justice"
trigger8 = P2Name = "emiya"     || P4Name = "emiya"
value = 1905

[State a];恋する乙女
type = ChangeState
trigger1 = P2Name = "SAYA" || P4Name = "SAYA"
value = 1906

[State a];天使
type = ChangeState
trigger1 = P2Name = "HENRI" || P4Name = "HENRI"
trigger2 = P2Name = "corin" || P4Name = "corin"
value = 1907

[State a];愛してあげる
type = ChangeState
trigger1 = P2Name = "Another Blood" || P4Name = "Another Blood"
trigger2 = P2Name = "another blood" || P4Name = "another blood"
value = 1908

[State a];竜殺しは英雄の嗜み
type = ChangeState
trigger1 = P2Name = "SABER"        || P4Name = "SABER"
trigger2 = P2Name = "saber"        || P4Name = "saber"
trigger3 = P2Name = "Kyle Dunamis" || P4Name = "Kyle Dunamis"
value = 1909

[State a];珍しい同キャライントロ
type = ChangeState
trigger1 = enemynear,name = "DRAGON" && enemynear,authorname = "kayui uma"
value = 1910

[State a];すごく・・・大きいなぁ・・・
type = ChangeState
trigger1  = P2Name = "Ultraman by kuma"      || P4Name = "Ultraman by kuma"
trigger2  = P2Name = "Abyss"                 || P4Name = "Abyss"
trigger3  = P2Name = "Apocalypse"            || P4Name = "Apocalypse"
trigger4  = P2Name = "Hauzer"                || P4Name = "Hauzer"
trigger5  = P2Name = "Onslaught"             || P4Name = "Onslaught"
trigger6  = P2Name = "LEOPALDON_GGI"         || P4Name = "LEOPALDON_GGI"
trigger7  = P2Name = "G-akiha"               || P4Name = "G-akiha"
trigger8  = P2Name = "Neco Chaos Black G666" || P4Name = "Neco Chaos Black G666"
trigger9  = P2Name = "Giant_Mech-HISUI"      || P4Name = "Giant_Mech-HISUI"
trigger10 = P2Name = "Tin's fdeath"          || P4Name = "Tin's fdeath"
trigger11 = P2Name = "Abe"                   || P4Name = "Abe"
value = 1912

[State a];ゴミめ！
type = ChangeState
trigger1 = P2Name = "iea" || P4Name = "iea"
value = 1913

[State a];魔眼持ち
type = ChangeState
trigger1 = P2Name = "shiki_tohno"  || P4Name = "shiki_tohno"
trigger2 = P2Name = "Nanaya_Shiki" || P4Name = "Nanaya_Shiki"
trigger3 = P2Name = "Ride-R"       || P4Name = "Ride-R"
value = 1914

[State a];巨大ロボットの中の人
type = ChangeState
trigger1 = P2Name = "Shitan Uzuki" || P4Name = "Shitan Uzuki"
trigger2 = P2Name = "yang"         || P4Name = "yang"
trigger3 = P2Name = "T-H-M-A"      || P4Name = "T-H-M-A"
trigger4 = P2Name = "anime-tencho" || P4Name = "anime-tencho"
value = 1915

[State a];竜の眷属
type = ChangeState
trigger1 = P2Name = "Shinryu"     || P4Name = "Shinryu"
trigger2 = P2Name = "bloodbane"   || P4Name = "bloodbane"
trigger3 = P2Name = "tiki"        || P4Name = "tiki"
trigger4 = P2Name = "Dragon Claw" || P4Name = "Dragon Claw"
trigger5 = P2Name = "Gachapin"    || P4Name = "Gachapin"
trigger6 = P2Name = "Grizela"     || P4Name = "Grizela"
value = 1916

[State a];騒々しい
type = ChangeState
trigger1 = enemynear,name = "Syo Hayate" && enemynear,stateno = 192
;trigger1 = P2Name = "FUWA JIN" || P4Name = "FUWA JIN"
trigger2 = P2Name = "hikkoshi_baba" || P4Name = "hikkoshi_baba"
value = 1917

[State a];ベオウルフ(ベーオウルフ)
type = ChangeState
trigger1 = P2Name = "Vergil"    || P4Name = "Vergil"
trigger2 = P2Name = "Alt Eisen" || P4Name = "Alt Eisen"
value = 1918

[State a];かわいい奴
type = null;ChangeState
trigger1 = P2Name = ""    || P4Name = ""
value = 1919

;-----------------
;汎用イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 190+Random % 3
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = anim = 190
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,0

[State a]
type = PlaySnd
trigger1 = anim = 190
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,0
channel = 0

[State a]
type = PlaySnd
trigger1 = anim = 191
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,1

[State a]
type = PlaySnd
trigger1 = anim = 191
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,1
channel = 0

[State a]
type = PlaySnd
trigger1 = anim = 192
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,22

[State a]
type = PlaySnd
trigger1 = anim = 192
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,22
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------
;挑発
[Statedef 195]
type     = S
movetype = A
physics  = S
anim     = 195
ctrl     = 0

[state a]
type = Explod
triggerall = numtarget(195)
trigger1 = target,stateno = [5000,5099]
anim = 6500
postype = p2
pos = floor(p2dist x/2 +0),-70
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = -1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p2
pos = floor(p2dist x/2 +0),-70
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = -1
ownpal = 1
scale = 0.5,0.5

[State a]
type = HitDef
trigger1 = animelem = 14
attr              = S, NA
damage            = 12+(Random % 2),0
animtype          = Light
getpower          = 0,0
givepower         = -530000,-250
hitflag           = MAF
guardflag         = M
priority          = 7,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,0
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1.7,0
airguard.velocity = -1.7,-0.7
air.type          = High
air.velocity      = -1.7,-3
air.hittime       = 11
ID = 195

[State a]
type = StateTypeSet
trigger1 = animelem = 15
movetype = I

[State a]
type = PlaySnd
trigger1 = animelem = 18
trigger1 = !helper(20000),var(5) = 1
value = 5,1+random%2

[State a]
type = PlaySnd
trigger1 = animelem = 18
trigger1 = helper(20000),var(5) = 1
value = 5,1+random%2
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
;イントロ vs アイン
[Statedef 1902]
type = S
ctrl = 0
anim = 1902
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,2

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,2
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------
;イントロ vs モーラ
[Statedef 1903]
type = S
ctrl = 0
anim = 1903
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,3

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,3
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------
;イントロ vs ルイリー
[Statedef 1904]
type = S
ctrl = 0
anim = 1904
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,4

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,4
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------
;イントロ vs アル
[Statedef 1905]
type = S
ctrl = 0
anim = 1905
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,5

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,5
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------
;イントロ vs 沙耶
[Statedef 1906]
type = S
ctrl = 0
anim = 1906
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,6

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,6
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------
;イントロ vs アンリ
[Statedef 1907]
type = S
ctrl = 0
anim = 1907
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,7

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,7
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------
;イントロ vs アナブラ
[Statedef 1908]
type = S
ctrl = 0
anim = 1908
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = !helper(20000),var(5) = 1
value = 4,8

[State a]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = helper(20000),var(5) = 1
value = 4,8
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------
;イントロ vs セイバー
[Statedef 1909]
type = S
ctrl = 0
anim = 1909
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,9

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,9
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------
;イントロ vs ドラゴン
[Statedef 1910]
type = S
ctrl = 0
anim = ifelse(facing = 1,1910,1911)
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a];造型が少し違う
type = PlaySnd
trigger1 = facing = 1
trigger1 = time = 0
trigger1 = !helper(20000),var(5) = 1
value = 4,10

[State a];造型が少し違う
type = PlaySnd
trigger1 = facing = 1
trigger1 = time = 0
trigger1 = helper(20000),var(5) = 1
value = 4,10
channel = 0

[State a];スーツアクターの別人
type = PlaySnd
trigger1 = facing = -1
trigger1 = animelem = 6
trigger1 = !helper(20000),var(5) = 1
value = 4,11

[State a];スーツアクターの別人
type = PlaySnd
trigger1 = facing = -1
trigger1 = animelem = 6
trigger1 = helper(20000),var(5) = 1
value = 4,11
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------
;イントロ vs 大きい人
[Statedef 1912]
type = S
ctrl = 0
anim = 1912
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,12

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,12
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------
;イントロ vs ゴミめ！
[Statedef 1913]
type = S
ctrl = 0
anim = 1913
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,13
channel = 0

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,13
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------
;イントロ vs っふ・・・・邪気眼を持たぬ物にはわからんだろう・・・
[Statedef 1914]
type = S
ctrl = 0
anim = 1914
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,14

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,14
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------
;イントロ vs 巨大ロボットの中の人
[Statedef 1915]
type = S
ctrl = 0
anim = 1915
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,15

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,15
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------
;イントロ vs 竜の眷属
[Statedef 1916]
type = S
ctrl = 0
anim = 1916
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,16

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,16
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------------------
;イントロ vs 騒々しい
[Statedef 1917]
type = S
ctrl = 0
anim = 1917
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,17

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,17
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------
;イントロ vs ベオウルフ
[Statedef 1918]
type = S
ctrl = 0
anim = 1918
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,18

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,18
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;----------------------
;イントロ vs かわいい奴
[Statedef 1919]
type = S
ctrl = 0
anim = 1919
velset = 0,0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = !helper(20000),var(5) = 1
value = 4,19

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = helper(20000),var(5) = 1
value = 4,19
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;----------------------
;竜闘気
[Statedef 660]
type     = S
movetype = I
physics  = S
anim     = 660
ctrl     = 0

[state a]
type = Envshake
trigger1 = time >= 22
time  = 17
freq  = 70
phase = 70
ampl  = -3
persistent = 17

[state a]
type = PalFX
triggerall = time >= 17
trigger1 = timemod = 4,0
time = 1
add = 20,90,110

[state a]
type = lifeadd
trigger1 = time >= 17
trigger1 = power = powermax
value = ceil(0.001*const(data.life)*ifelse(palno = 12,2,1))

[state a]
type = poweradd
trigger1 = time >= 17
value = (time+40)/20

[state a]
type = Helper
trigger1 = time = 17
id = 665
name = "oura"
pos = 0,0
postype = p1
stateno = 665
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 17
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = time >= 17
trigger1 = NumHelper(1173) = 0
id = 1173
name = "fire"
pos = 0,0
postype = p1
stateno = 1173
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 17
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = time >= 17
trigger1 = NumExplod(6020) = 0
anim = 6020
postype = p1
pos = 35,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 6020

[State a]
type = Explod
trigger1 = time >= 17
trigger1 = NumExplod(6021) = 0
anim = 6020
postype = p1
pos = -25,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6021

[State a]
type = Explod
trigger1 = time >= 17
trigger1 = NumExplod(6060) = 0
anim = 6060
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6060

[State a]
type = PlaySnd
trigger1 = time = 17
trigger1 = !helper(20000),var(5) = 1
value = 3,2

[State a]
type = PlaySnd
trigger1 = time = 17
trigger1 = helper(20000),var(5) = 1
value = 3,2
channel = 0

[State a]
type = PlaySnd
trigger1 = animelem = 7
value = 17,2
channel = 1

[State a]
type = PlaySnd
trigger1 = time = 64
value = 17,3
loop = 1
channel = 2

[State a]
type = ChangeState
trigger1 = time >= 10
trigger1 = command != "holdz"
trigger2 = life >= lifemax
trigger2 = power >= powermax
value = 661

;----------------------
;竜闘気終了
[Statedef 661]
type     = S
movetype = I
physics  = S
anim     = 661
ctrl     = 0

[State a]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 17,4
channel = 1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;ドラゴニック・オーラ
[Statedef 665]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 665
sprpriority = -1

[State a]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = time = 1
trigger1 = anim = 667
scale = 0.7,0.7

[state a]
type = AngleDraw
trigger1 = timemod = 4,0
trigger1 = anim = 667
scale = 0.9,0.9

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State a];界王拳
type = PalFX
trigger1 = root,palno = 9
time = -1
add = 255,-255,-150

[State a];スーパーハイテンション
type = PalFX
trigger1 = root,palno = 10
time = -1
add = 255,-150,255

[State a];超化
type = PalFX
trigger1 = root,palno = 12
time = -1
add = 255,0,-255

[State a]
type = DestroySelf
trigger1 = anim = 667
trigger1 = root,stateno != 660

[State a]
type = ChangeState
trigger1 = root,stateno != 660
value = 666

;--------------------
;ドラゴニック・オーラ終了
[Statedef 666]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 666
sprpriority = -1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = null;AngleDraw
trigger1 = time = 1
scale = 0.7,0.7

[state a]
type = null;AngleDraw
trigger1 = timemod = 4,0
scale = 0.9,0.9

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State a]
type = PalFX
trigger1 = root,palno = 9
time = -1
add = 255,-255,-150

[State a]
type = PalFX
trigger1 = root,palno = 10
time = -1
add = 255,-150,255

[State a]
type = PalFX
trigger1 = root,palno = 12
time = -1
add = 255,0,-255

[State a]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------
;前・緊急回避
[Statedef 670]
type     = S
movetype = I
physics  = N
anim     = 670
ctrl     = 0

[state a]
type = velset
trigger1 = time = 0
x = 10;7

[state a]
type = velmul
trigger1 = animelem = 5,>=0
x = 0.85

[state a]
type = HitBy 
trigger1 = 1
value = SCA,AT

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

[State a]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = -20,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 6,1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;後・緊急回避
[Statedef 680]
type     = S
movetype = I
physics  = N
anim     = 680
ctrl     = 0

[state a]
type = velset
trigger1 = time = 0
x = -10;-7

[state a]
type = velmul
trigger1 = animelem = 5,>=0
x = 0.85

[state a]
type = NotHitBy 
trigger1 = 1
value = SCA

[State a]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 20,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 6,1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
;ダウン回避
[Statedef 681]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 680
sprpriority = 2
velset = 0,0

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

[State a]
Type = Turn
Trigger1 = P2Dist X < 0

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

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

[state a]
type = velset
trigger1 = time = 0
x = -7

[state a]
type = velmul
trigger1 = animelem = 5,>=0
x = 0.85

[State a]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 50,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Random <= 500
trigger1 = !helper(20000),var(5) = 1
value = 1,7

[State a]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Random <= 500
trigger1 = helper(20000),var(5) = 1
value = 1,7
channel = 0

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 6,1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;チャンスメイク
[Statedef 701]
type     = U
movetype = I
physics  = U
ctrl     = 0
anim     = ifelse((StateType!=A)&&(EnemyNear,StateType=C),703,ifelse(StateType=A,705,701))
poweradd = 150

[State 701, 速度Ｘ軸];Ｘ軸の移動速度を記憶
type = VarSet
triggerall = (StateType = A)
trigger1 = Time = 0
fv = 10
value = (Vel X)
IgnoreHitPause = 1
Persistent = 1

[State 701, 速度Ｙ軸];Ｙ軸の移動速度を記憶
type = VarSet
triggerall = (StateType = A)
trigger1 = Time = 0
fv = 11
value = (Vel Y)
IgnoreHitPause = 1
Persistent = 1

[State 701, 無敵];単なる気休め（これは消してもＯＫ）
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 701, 時間停止];自分も相手も制限時間も一時的に止める（ポーズ）
type = Pause
trigger1 = Time = 0
time = 20       ;ポーズする時間（フレーム）
movetime = 20   ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
IgnoreHitPause = 1
Persistent = 1

[State 701, 押し判定];単なる気休め（これは消してもＯＫ）
type = PlayerPush
trigger1 = 1
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 701, 画像の色]
type = PalFX
trigger1 = Time = 0
time = 14
add = 20,70,150
sinadd = 64,32,5,3  ;振幅赤,振幅緑,振幅青,周期

[State 701, 軸位置]
type = PosSet
trigger1 = (StateType != A)
y = 0

[State 701, 移動速度]
type = VelSet
trigger1 = (StateType != A)
trigger2 = (StateType = A) && (Time = [0,13])
x = 0
y = 0
pausemovetime = 99999999

[State 701, 移動速度]
type = VelSet
triggerall = (StateType = A)
trigger1 = Time = 14
x = (fvar(10)/1.5)
y = ifelse((fvar(11)<0),(fvar(11)/1.2),ifelse((fvar(11)>0),(fvar(11)/3.4),0))
pausemovetime = 99999999

[State 701, エフェクト]
type = Explod
trigger1 = Time = 1
anim = 6030
postype = p1
pos = 0,ifelse(Anim=703,-35,-95)
scale = 0.5,0.5
sprpriority = 3
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 0
IgnoreHitPause = 1
ID = 6030
facing = -1

[State 701, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = !helper(20000),var(5) = 1
value = 5,0

[State 701, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = helper(20000),var(5) = 1
value = 5,0
channel = 0

[State 701, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 6,5

[State 701, ステート変更];地上
type = ChangeState
triggerall = (StateType != A)
trigger1 = animtime = 0
value = ifelse((StateType=C),11,0)
ctrl = 1

[State 701, ステート変更];空中
type = ChangeState
triggerall = (StateType = A)
trigger1 = animtime = 0
value = 51
ctrl = 1

;------------------
;地上KOやられ1
[Statedef 710]
type     = S
movetype = I
physics  = N
velset   = 0,0
anim     = 710
ctrl     = 0

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

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

[State a]
Type = Turn
Trigger1 = P2Dist X < 0

[state a]
type = velset
Trigger1 = animelem = 8
x = -4

[state a]
type = velmul
trigger1 = animelem = 8,>=0
x = 0.85

[state a]
type = NotHitBy 
trigger1 = 1
value = SCA

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 711

;---------------------
;地上KOやられ2
[Statedef 711]
type    = A
movetype= H
physics = N
anim     = 5070

[State a]
type = VelSet
trigger1 = Time = 0
x = -2
y = -2

[State a]
type = VelAdd
trigger1 = 1
y = 0.45

[State a]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;-------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[state a]
type = EnvShake
trigger1 = time = 0
time  = 10
ampl  = 7
freq  = 30
phase = 70

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = null;GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 52, 1]
type = Explod
trigger1 = Time = 1
anim = 6060
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6060

[State 52, 1]
type = Explod
trigger1 = Time = 1
anim = 6080
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
ID = 6080

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = 6,7;F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;----------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, VelSet]
type = VelSet
trigger1 = Time = 0
x = ifelse(abs(vel X)<3.0,vel X,3.0*ifelse(vel X<0,-1,1))*const(size.xscale)
y = 0

[State 5101, 3]
type = null;HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = null;PosSet
trigger1 = Time = 0
y = 15

[State 5101, 5] ;Acceleration
type = null;VelAdd
trigger1 = 1
y = .60*const(size.yscale)

[State 5101, 6] ;Hit ground
type = null;ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0;5
value = 5110

[State 5101, 6] ;Hit ground
type = ChangeState
trigger1 = animelemtime(5) >= 1
value = 5110

;-------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = prevstateno != 711
trigger1 = !SysVar(0)
value = 6,6;F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = prevstateno = 711
trigger1 = !SysVar(0)
value = 6,9;F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 52, 1]
type = Explod
trigger1 = Time = 0
trigger1 = prevstateno = 711
anim = 6060
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6060

[State 52, 1]
type = Explod
trigger1 = Time = 0
trigger1 = prevstateno = 711
anim = 6080
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
ID = 6080

[State 5110, 7]
type = null;GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;--------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7,0

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;土煙
[Statedef 6000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 6000
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128,128

[State a]
type = DestroySelf
trigger1 = animtime = 0

;-----------------
;土煙
[Statedef 6001]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 6001
sprpriority = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = Time = 0
trigger1 = root,stateno = 210
v = 1
value = 0

[state a]
type = varset
trigger1 = Time = 0
trigger1 = root,stateno != 210
trigger1 = root,stateno != 1170
v = 1
value = 1

[state a]
type = varset
trigger1 = Time = 0
trigger1 = root,stateno != 210
trigger1 = root,stateno = 1170
v = 1
value = 2

[state a]
type = PosAdd
trigger1 = timemod = 8,0
trigger1 = var(1) = 1
x = 40

[state a]
type = PosAdd
trigger1 = timemod = 8,0
trigger1 = var(1) = 2
y = -40

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.65,0.65

[state a]
type = PalFX
trigger1 = Time = 0
trigger1 = var(1) = 1 || var(1) = 2
add = 20,90,110
time = -1

[state a]
type = Trans
trigger1 = var(1) = 0
trans = addalpha
alpha = 128,128

[State a]
type = AfterImage
trigger1 = time = 0
trigger1 = var(1) = 1 || var(1) = 2
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   = 20,90,110
PalContrast = 20,90,110

[State a]
type = DestroySelf
trigger1 = time >= 300
trigger2 = var(1) = 0
trigger2 = animtime = 0
trigger3 = frontedgedist <= -200
trigger4 = backedgedist <= -200

;------------------
;煙
[Statedef 6002]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 6002
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = velset
trigger1 = 1
y = -1

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[state a]
type = PalFX
trigger1 = Time = 0
add = 255,50,0
time = -1

[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 128,128

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   = 256,50,0
PalContrast = 256,50,0

[State a]
type = DestroySelf
trigger1 = animtime = 0

;--------------------
;ブレスエフェクト
[Statedef 6003]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 6003
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = Time = 0
trigger1 = root,stateno != 1170
v = 1
value = 0

[state a]
type = varset
trigger1 = Time = 0
trigger1 = root,stateno = 1170
v = 1
value = 1

[state a]
type = PosAdd
trigger1 = var(1) = 0
trigger1 = timemod = 8,0
x = 40

[state a]
type = PosAdd
trigger1 = var(1) = 1
trigger1 = timemod = 8,0
y = -40

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[state a]
type = PalFX
trigger1 = Time = 0
add = 20,90,110
time = -1

[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 128,128

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   = 20,90,110
PalContrast = 20,90,110

[State a]
type = DestroySelf
trigger1 = time >= 300
trigger2 = frontedgedist <= -200
trigger3 = backedgedist <= -200

;-------------------------
;勝利画面ヘルパー
[Statedef 7000]
anim = 9999

[state a]
type = AssertSpecial
trigger1 = 1
flag  = noFG
flag2 = nomusic
flag3 = nobardisplay
flag4 = globalnoshadow

[state a]
type = AssertSpecial
trigger1 = time < 1000
flag = roundnotover

[state a]
type = varadd
trigger1 = time = [0,15]
v = 12
value = 16

[state a]
type = varadd
trigger1 = time = [30,60]
v = 12
value = -8

[state a]
type = AllPalFX
trigger1 = 1
time = -1
add = var(12),var(12),var(12)
invertall = 0

[state a]
type = varrandom
trigger1 = root,var(15) = 0
v = 1
range = 0,2

[state a]
type = helper
trigger1 = time = 90
name = "textwindow"
helpertype = normal
stateno = 7500
id = 7500
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 20,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
name = "textwindow"
helpertype = normal
stateno = 7501
id = 7501
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 20,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 15
name = "waku_down"
helpertype = normal
stateno = 7510
id = 7510
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 0,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 15
name = "waku_up"
helpertype = normal
stateno = 7511
id = 7511
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 0,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 15
name = "cut"
helpertype = normal
stateno = 7010
id = 7010
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 70,-220
postype = left
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
name = "text"
helpertype = normal
stateno = 7520
id = 7520
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 250,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = var(1) = 0
trigger1 = root,var(15) = 0
name = "text"
helpertype = normal
stateno = 7530
id = 7530
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = var(1) = 1
trigger1 = root,var(15) = 0
name = "text"
helpertype = normal
stateno = 7531
id = 7531
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = var(1) = 2
trigger1 = root,var(15) = 0
name = "text"
helpertype = normal
stateno = 7532
id = 7532
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 1
name = "text"
helpertype = normal
stateno = 7533
id = 7533
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 2
name = "text"
helpertype = normal
stateno = 7534
id = 7534
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 3
name = "text"
helpertype = normal
stateno = 7535
id = 7535
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 4
name = "text"
helpertype = normal
stateno = 7536
id = 7536
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 5
name = "text"
helpertype = normal
stateno = 7537
id = 7537
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 6
name = "text"
helpertype = normal
stateno = 7538
id = 7538
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 7
name = "text"
helpertype = normal
stateno = 7539
id = 7539
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 8
name = "text"
helpertype = normal
stateno = 7540
id = 7540
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 9
name = "text"
helpertype = normal
stateno = 7541
id = 7541
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 10
name = "text"
helpertype = normal
stateno = 7542
id = 7542
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 11
name = "text"
helpertype = normal
stateno = 7543
id = 7543
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 12
name = "text"
helpertype = normal
stateno = 7544
id = 7544
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 13
name = "text"
helpertype = normal
stateno = 7545
id = 7545
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 14
name = "text"
helpertype = normal
stateno = 7546
id = 7546
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = helper
trigger1 = time = 90
trigger1 = root,var(15) = 15
name = "text"
helpertype = normal
stateno = 7547
id = 7547
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
pos = 60,0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7530) = 1
value = 5,15

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7531) = 1
value = 5,16

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7532) = 1
value = 5,17

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7533) = 1
value = 5,18

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7534) = 1
value = 5,19

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7535) = 1
value = 5,20

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7536) = 1
value = 5,21

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7537) = 1
value = 5,22

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7538) = 1
value = 5,23

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7539) = 1
value = 5,24

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7540) = 1
value = 5,25

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7541) = 1
value = 5,26

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7542) = 1
value = 5,27

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7543) = 1
value = 5,28

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7544) = 1
value = 5,29

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7545) = 1
value = 5,30

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7546) = 1
value = 5,31

[state a]
type = PlaySnd
trigger1 = time = 90
trigger1 = Numhelper(7547) = 1
value = 5,32

[state a]
type = PlaySnd
trigger1 = time = 0
value = 10,0

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;--------------------------
;勝利画面カットイン
[Statedef 7010]
anim = ifelse(helper(20000),var(7) = 0,9010,9005)
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y

[state a]
type = velset
trigger1 = time >= 0 && time <= 60
x = -1

[state a]
type = velset
trigger1 = time = 60
x = 0

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;---------------------
;テキストウインドウ
[Statedef 7500]
anim = 7500
sprpriority = 11

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 150

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 70,70

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;---------------------
;テキストウインドウ枠
[Statedef 7501]
anim = 7501
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 150

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;--------------------
;枠下
[Statedef 7510]
anim = 7510
sprpriority = 9

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;----------------------
;枠上
[Statedef 7511]
anim = 7511
sprpriority = 9

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;----------------------
;矢印
[Statedef 7520]
anim = 7520
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 200

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;------------------------
;勝利台詞 汎用01
[Statedef 7530]
anim = 7530
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;----------------------------
;勝利台詞 汎用02
[Statedef 7531]
anim = 7531
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;------------------------
;勝利台詞 汎用03
[Statedef 7532]
anim = 7532
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;------------------------
;勝利台詞 対アイン
[Statedef 7533]
anim = 7533
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;------------------------
;勝利台詞 対モーラ
[Statedef 7534]
anim = 7534
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-------------------------
;勝利台詞 対ルイリー
[Statedef 7535]
anim = 7535
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;------------------------
;勝利台詞 対奈都美
[Statedef 7536]
anim = 7536
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-----------------------
;勝利台詞 対アル
[Statedef 7537]
anim = 7537
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;----------------------
;勝利台詞 対沙耶
[Statedef 7538]
anim = 7538
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-------------------------
;勝利台詞 対アンリ
[Statedef 7539]
anim = 7539
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;--------------------------
;勝利台詞 対イグニス
[Statedef 7540]
anim = 7540
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-------------------------
;勝利台詞 対戒厳
[Statedef 7541]
anim = 7541
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-------------------------
;勝利台詞 対アンナ
[Statedef 7542]
anim = 7542
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-----------------------
;勝利台詞 対アナブラ
[Statedef 7543]
anim = 7543
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-------------------------
;勝利台詞 対セイバー
[Statedef 7544]
anim = 7544
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;------------------------
;勝利台詞 対ドラゴン
[Statedef 7545]
anim = 7545
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-------------------------------
;勝利台詞 対とんでもないものを捨てる人
[Statedef 7546]
anim = 7546
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;----------------------------
;勝利台詞 対ウザってえ！
[Statedef 7547]
anim = 7547
sprpriority = 12

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = floor(pos y - screenpos y) + 165

[state a]
type = DestroySelf
trigger1 = RoundState = 0

;-------------------------
;ハイジャンプ開始
[Statedef 10003]
type     = S
movetype = I
physics  = S
anim     = 40
ctrl     = 0

[State 10003, 変数];※システム用
type = VarSet
trigger1 = Time = 0
sysvar(1) = ifelse((command="holdfwd"),1,ifelse((command="holdback"),-1,0))

[State 10003, 変数]
type = VarSet
trigger1 = 1
v = 54
value = 1

[State 10003, 移動速度]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = -14

[State 10003, 残像]
type = AfterImage
trigger1 = Time = 0
Time = 74
PalContrast = 120,120,120
Trans = Add1
TimeGap  = 4
FrameGap = 1
length = 3

[State 10003, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 6,3

[State 10003, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------
;イントロ竜獄殺
[Statedef 10190]
type = S
ctrl = 0
anim = 0
sprpriority = 3
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = AssertSpecial
trigger1 = 1
flag = invisible

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

[State a]
type = bgpalfx
trigger1 = 1
time = -1
add = -255,-255,-255
color = 0

[state a]
type = Helper
trigger1 = time = 375
id = 10191
name = "anabura"
pos = 300,0
postype = p1
stateno = 10191
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = time = 18
id = 10200
name = "anabura"
pos = 0,-60
postype = p1
stateno = 10200
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = time = 0
id = 10205
name = "anabura"
pos = -5,5
postype = p1
stateno = 10205
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = ChangeState
trigger1 = time >= 375
trigger1 = numHelper(10191) = 0
trigger1 = numHelper(10192) = 0
value = 10193

;-------------------
;イントロ竜獄殺
[Statedef 10191]
type = S
ctrl = 0
anim = 1501
sprpriority = 3
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[State a]
type = AfterImage
trigger1 = Time = 0
Time = 40
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State a]
type = VelSet
trigger1 = time = 0
x = 7

[State a]
type = PlaySnd
trigger1 = time = 0
value = 17,0

[State a]
type = ChangeState
trigger1 = time = 40
value = 10192

;---------------------
;イントロ竜獄殺掴み
[Statedef 10192]
type = S
ctrl = 0
anim = 10192
sprpriority = 3
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State -3]
type = AssertSpecial
trigger1 = var(1) <= -255
flag = invisible

[State a]
type = varadd
trigger1 = time >= 30
v = 1
value = -32

[State a]
type = palfx
trigger1 = time >= 30
time = -1
add = var(1),var(1),var(1)

[State a]
type = EnvShake
trigger1 = time = 120
time  = 17
ampl  = 7
freq  = 177
phase = 100

[State a]
type = Explod
trigger1 = Random <= 370
trigger1 = time = [30,110]
anim = ifelse(Random <= 500,6510,6520)
id = 6510
pos = -25+random%50,-70+random%40
postype = P1
ontop = 1
bindtime = 1
ownpal = 1
facing = ifelse(Random <= 500,1,-1)
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 17,1

[State a]
type = PlaySnd
trigger1 = Random <= 375
trigger1 = time = [30,110]
value = 8,2+random%9

[State a]
type = PlaySnd
trigger1 = time = 0
value = 5,33
channel = 0

[State a]
type = stopsnd
trigger1 = time = 55
channel = 0

[state a]
type = DestroySelf
trigger1 = time = 119

;---------------------
;イントロ竜獄殺終了
[Statedef 10193]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = PlaySnd
trigger1 = animelem = 18
trigger1 = !helper(20000),var(5) = 1
value = 5,2

[State a]
type = PlaySnd
trigger1 = animelem = 18
trigger1 = helper(20000),var(5) = 1
value = 5,2
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------
;アナザーブラッド登場
[Statedef 10200]
type = A
ctrl = 0
anim = 10200
sprpriority = 1
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag  = Intro

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

[state a]
type = SprPriority
trigger1 = animelem = 4
value = 2

[state a]
type = VelSet
trigger1 = animelem = 4
y = 1

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 1
framegap = 1
length = 5
PalBright   = 256,  0,  0
PalContrast = 128,128,128
PalAdd      = 230,  0,  0
PalMul      =   1,1,1

[state a]
type = Helper
trigger1 = animelem = 2
id = 10206
name = "anabura"
pos = -30,-70
postype = p1
stateno = 10206
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = animelem = 2
id = 10207
name = "anabura"
pos = 30,-70
postype = p1
stateno = 10207
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 8,9

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 50,0

[state a]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 10201

;-------------------
;アナザーブラッド着地
[Statedef 10201]
type = S
ctrl = 0
anim = 10201
sprpriority = 2
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag  = Intro

[state a]
type = afterimagetime
trigger1 = animelem = 13
time = 0

[State a]
type = PlaySnd
trigger1 = animelem = 6
value = 50,1
channel = 1

[State a]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
value = 7,3

[state a]
type = ChangeState
trigger1 = time = 285
value = 10202

;-----------------------
;アナザーブラッド掴まれる
[Statedef 10202]
type = S
ctrl = 0
anim = 10202
sprpriority = 2
velset = 0,0

[State a]
type = AssertSpecial
trigger1 = 1
flag  = Intro

[State -3]
type = AssertSpecial
trigger1 = var(1) <= -255
flag = invisible

[State a]
type = varadd
trigger1 = time >= 30
v = 1
value = -32

[State a]
type = varset
trigger1 = time = 120
v = 1
value = 0

[State a]
type = palfx
trigger1 = time >= 30
time = -1
add = var(1),var(1),var(1)

[State a]
type = PlaySnd
trigger1 = time = 5
value = 50,2
channel = 1

[state a]
type = ChangeState
trigger1 = time = 120
value = 10203

;----------------------
;アナザーブラッド放置プレイ
[Statedef 10203]
type = S
ctrl = 0
anim = 10203
sprpriority = -100
velset = 0,0

[State a]
type = ParentVarSet
trigger1 = time = 0
var(17) = 1

[State a]
type = bgpalfx
trigger1 = time = 0
time = -1
add = 0,0,0

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

[state a]
type = EnvShake
trigger1 = time = 0
trigger1 = prevstateno = 15070
time  = 10
ampl  = 7
freq  = 30
phase = 70

[state a]
type = Explod
trigger1 = time = 0
trigger1 = prevstateno = 15070
anim = 6060
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6060

[state a]
type = Explod
trigger1 = time = 0
trigger1 = prevstateno = 15070
anim = 6080
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
ID = 6080

[State a]
type = PlaySnd
trigger1 = time = 0
trigger1 = prevstateno = 15070
value = 6,7

[State a]
type = PlaySnd
trigger1 = time = 0
trigger1 = RoundNo = 1
trigger1 = RoundState = 1
value = 50,3+(Random % 4)

[state a]
type = ChangeState
trigger1 = root,stateno = 2004
value = 12013

[state a]
type = DestroySelf
trigger1 = Numhelper(7000) = 1

;----------------------
;アナザーブラッドオーラ
[Statedef 10205]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 10205
sprpriority = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = null;AngleDraw
trigger1 = 1
scale = 0.5,0.5

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State a]
type = PlaySnd
trigger1 = time = 0
value = 0,17

[State a]
type = DestroySelf
trigger1 = animtime = 0

;----------------------
;血飛沫左
[Statedef 10206]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 10206
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = AfterImage
trigger1 = Time = 0
Time = -1
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State a]
type = DestroySelf
trigger1 = animtime = 0

;---------------------
;血飛沫右
[Statedef 10207]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 10207
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = AfterImage
trigger1 = Time = 0
Time = -1
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State a]
type = DestroySelf
trigger1 = animtime = 0

;------------------------
;アナザーブラッドブレスやられ
[Statedef 12013]
type = S
ctrl = 0
anim = 12013
sprpriority = -100
velset = 0,0

[state a]
Type = Turn
trigger1 = parentdist x < 0

[state a]
type = posset
trigger1 = time = 0
x = enemy,Pos X
y = 0

[state a]
type = ChangeState
trigger1 = root,stateno = 2007
value = 15070

;-----------------------
;アナザーブラッドダウン
[Statedef 15070]
type = A
ctrl = 0
anim = 15070
sprpriority = -100
velset = 0,0

[state a]
type = VelSet
trigger1 = time = 10
x = 0
y = -2

[State a]
type = Veladd
trigger1 = time >= 10
y = .5

[state a]
type = ChangeState
trigger1 = time >= 20
trigger1 = Pos Y >= 20 && Vel Y > 0
value = 10203


