;-----------------------------------------------------------
[Statedef -2];常時監視ステート(相手に行動を制御されても関係無く常に実行される)
;------------------------------------------------------------
;デバッグ
;-----------
[state -2]
Type = DisplayToClipBoard
Trigger1 = 1
Text = "(0)=%d,(15)=%d,(16)=%d,(17)=%d,(18)=%d,\n"
Params = var(0),var(15),var(16),var(17),var(18)
IgnoreHitPause = 1

[state -2]
type = AppendToClipboard
trigger1 = 1
text =  "DistX:%f,BodyY:%f,BodyX:%f,PosY:%f,\n"
params = P2Dist X, P2BodyDist Y, P2BodyDist X, Pos Y
IgnoreHitPause = 1

;---------------------------
;空中ガード不可
;---------------------------
[state -2]
type = AssertSpecial
trigger1 = helper(20000),var(0) = 0
flag = noairguard

;---------------------------
;地上KO移行
;---------------------------
[state -2] 
type = ChangeState
trigger1 = !alive
trigger1 = Stateno != [40,50]
trigger1 = Stateno = [5000,5019]
trigger1 = enemy,hitdefattr = SCA, NA
value = 710

;---------------------------
;モード判別
;---------------------------
[state -2]
type = varset
trigger1 = roundstate <= 1
trigger1 = palno = [1,6]
var(0) = 0

[state -2]
type = varset
trigger1 = roundstate <= 1
trigger1 = palno = [7,12]
var(0) = 1

;----------------------------
;1P,2P側判定
;----------------------------
[state -2]
type = varset
triggerall = var(1) != 1
triggerall = var(1) != 2
trigger1 = Facing = 1
var(1) = 1

[state -2]
type = varset
triggerall = var(1) != 1
triggerall = var(1) != 2
trigger1 = Facing = -1
var(1) = 2

;----------------------------
;カウンターヒット
;----------------------------
[state -2]
type = varset
trigger1 = P2MoveType = A
v = 2
value = 1
ignorehitpause = 1

[state -2]
type = varset
triggerall = var(2) = 1
trigger1 = P2MoveType = I
trigger2 = P2MoveType = H && EnemyNear,HitShakeOver
trigger3 = HitDefAttr = SCA,NT,ST,HT
v = 2
value = 0
ignorehitpause = 1

;----------------------------
;ファーストアタック
;----------------------------
[State -2, ライフ確認]
type = varset
triggerall = RoundState = [0,1]
trigger1 = RoundNo = 1  
var(4) = Life

[State -2, ライフ取得ミス対策]
type = varset
triggerall = var(4) = [0,100]
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
var(4) = const(data.life)

[state -2]
type = varset
triggerall = var(3) = 0
trigger1 = movetype = H
trigger1 = stateno != [150,155]
trigger1 = var(5)-life > 0
var(3) = 1
ignorehitpause = 1

[state -2]
type = varset
triggerall = var(3) = 0
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = stateno = 810
trigger3 = stateno = 1160
trigger4 = stateno = 2002
trigger5 = stateno = 2102
var(3) = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = roundstate = [0,1]
var(3) = 0

[state -2]
type = varset
trigger1 = 1
var(5) = life
ignorehitpause = 1

;--------------------------
;KOボイスランダム
;--------------------------
[state -2]
type = varset
trigger1 = alive = 1
v = 6
value = 0

[state -2]
type = varadd
trigger1 = alive = 0
v = 6
value = 1

[state -2]
type = PlaySnd
trigger1 = var(6) = 1
trigger1 = alive = 0
value = 5,10+(Random % 4)

;-----------------------------
;ヒット確認
;-----------------------------
[state -2]
type = varset
trigger1 = var(7) > 0
var(7) = 0
ignorehitpause = 1

[state -2]
type = varset
triggerall = MoveHit
trigger1 = var(9) = [200,620]
trigger2 = var(9) = 690
var(7) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(9) = [1200,1230]
var(7) = 2
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveHit 
trigger1 = var(9) = [2000,2999]
var(7) = 3
ignorehitpause = 1

;-------------------
;ガード確認
;-------------------
[state -2]
type = varset
trigger1 = var(8) > 0
var(8) = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = MoveGuarded 
var(8) = 1
ignorehitpause = 1

;stateno
[state -2]
type = varset
trigger1 = movetype = A
var(9) = stateno
ignorehitpause = 1

;-------------------
;壁バウンド確認
;-------------------
[state -2]
type = varset
trigger1 = P2stateno = 243
trigger2 = P2stateno = 1161
trigger3 = P2stateno = 1103
var(10) = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = P2movetype != H
var(10) = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = P2movetype != H
var(19) = 0
ignorehitpause = 1

[state -2]
type = Explod
trigger1 = P2stateno = 243
trigger1 = numexplod(6071) = 0
anim = 6071
ID = 6071
postype = p2
pos = 0,-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

;-------------------
;勝利台詞相手判別
;-------------------
[State a]
type = varset
trigger1 = roundstate <= 1
v = 15
value = 0

[State a]
type = varset
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"
v = 15
value = 1

[State a]
type = varset
trigger1 = P2Name = "MORA" || P4Name = "MORA"
v = 15
value = 2

[State a]
type = varset
trigger1 = P2Name = "RUILI"       || P4Name = "RUILI"
trigger2 = P2Name = "fei-long"    || P4Name = "fei-long"
trigger3 = P2Name = "Daigo Hotta" || P4Name = "Daigo Hotta"
v = 15
value = 3

[State a]
type = varset
trigger1 = P2Name = "AIHARA NATSUMI" || P4Name = "AIHARA NATSUMI"
v = 15
value = 4

[State a]
type = varset
trigger1 = P2Name = "AL"      || P4Name = "AL"
trigger2 = P2Name = "AL AZIF" || P4Name = "AL AZIF"
v = 15
value = 5

[State a]
type = varset
trigger1 = P2Name = "SAYA" || P4Name = "SAYA"
v = 15
value = 6

[State a]
type = varset
trigger1 = P2Name = "HENRI" || P4Name = "HENRI"
v = 15
value = 7

[State a]
type = varset
trigger1 = P2Name = "Nitro Ignis" || P4Name = "Nitro Ignis"
v = 15
value = 8

[State a]
type = varset
trigger1 = P2Name = "Kaigen Ishima" || P4Name = "Kaigen Ishima"
v = 15
value = 9

[State a]
type = varset
trigger1 = P2Name = "ANNA" || P4Name = "ANNA"
v = 15
value = 10

[State a]
type = varset
trigger1 = P2Name = "Another Blood" || P4Name = "Another Blood"
trigger2 = P2Name = "another blood" || P4Name = "another blood"
v = 15
value = 11

[State a]
type = varset
trigger1 = P2Name = "SABER" || P4Name = "SABER"
trigger2 = P2Name = "saber" || P4Name = "saber"
v = 15
value = 12

[State a]
type = varset
trigger1 = enemynear,name = "DRAGON" && enemynear,authorname = "kayui uma"
v = 15
value = 13

[State a]
type = varset
trigger1 = P2Name = "Toki"           || P4Name = "Toki"
trigger2 = P2Name = "TOKI-(NERICYA)" || P4Name = "TOKI-(NERICYA)"
trigger3 = P2Name = "SHIN"           || P4Name = "SHIN"
trigger4 = P2Name = "THOUTHER"       || P4Name = "THOUTHER"
v = 15
value = 14

[State a]
type = varset
trigger1 = P2Name = "uzaku" || P4Name = "uzaku"
v = 15
value = 15

;--------------------------
;エフェクト、サウンド消去
;--------------------------
[state a]
type = afterimagetime
trigger1 = prevstateno = 245
trigger2 = prevstateno = 2001 && stateno != 2002
trigger3 = prevstateno = 2007
trigger4 = prevstateno = 2101 && stateno != 2102
time = 0

[state a]
type = afterimagetime
trigger1 = MoveType = H
time = 0

[state -2]
type = stopsnd
trigger1 = MoveType = H
trigger2 = stateno != 660
channel = 2

;---------------------
;SPカラー
;---------------------
[State -2]
type = lifeadd
triggerall = palno = 12
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = gametime % 2 = 0
value = ceil(0.001*const(data.life))
absolute = 0
kill = 0
persistent = 1
ignorehitpause = 1

[state -2]
type = powerset
triggerall = palno = [11,12]
trigger1 = 1
value = 99999
pausemovetime = 99999999
supermovetime = 99999999
supermove = 1
ignorehitpause = 1

;--------------------------
;チャンスメイク用処理
;--------------------------
[State -2, 食らい上書き];立ち
type = HitOverRide
triggerall = (var(35) <= 0)
triggerall = (StateNo < 200)
triggerall = (MoveType = I)
trigger1 = (StateType = S) && (var(56) > 0) && helper(20000),var(1) = 1
time = 2
;attr = SA, NA,SA,HA,NP,SP,HP ;｝どっちも同じ効果
attr = SA, AA,AP              ;｝どっちでも良い
stateno = 701
IgnoreHitPause = 1

[State -2, 食らい上書き];しゃがみ
type = HitOverRide
triggerall = (var(35) <= 0)
triggerall = (StateNo < 200)
triggerall = (MoveType = I)
trigger1 = (StateType = C) && (var(57) > 0) && helper(20000),var(1) = 1
time = 2
;attr = C, NA,SA,HA,NP,SP,HP
attr = C, AA,AP
stateno = 701
IgnoreHitPause = 1

[State -2, 食らい上書き];空中
type = HitOverRide
triggerall = (var(35) <= 0)
triggerall = (StateNo < 200)
triggerall = (MoveType = I)
trigger1 = (StateType = A) && (var(56) > 0) && helper(20000),var(1) = 1
time = 2
;attr = SCA, NA,SA,HA,NP,SP,HP
attr = SCA, AA,AP
stateno = 701
IgnoreHitPause = 1

;----------------------------
;チャンスメイク用処理
;----------------------------
[State -2, リセット];立ちと空中
type = varset
trigger1 = (var(56) <= 0)
trigger2 = (MoveType != I)
trigger3 = (var(56) <= 8) && (command = "cm2") && var(59) = 0
trigger4 = (StateType = C)
v = 56
value = 0
IgnoreHitPause = 1

[State -2, 前に入力]
type = varset
trigger1 = (command = "cm1") && var(59) = 0
v = 56
value = 12
IgnoreHitPause = 1

[State -2, 効果時間減少]
type = varAdd
trigger1 = (var(56) > 0)
v = 56
value = -1
IgnoreHitPause = 1

;***************************
[State -2, リセット];しゃがみ
type = varset
trigger1 = (var(57) <= 0)
trigger2 = (MoveType != I)
trigger3 = (var(57) <= 8) && (command = "cm4") && var(59) = 0
trigger4 = (StateType = A)
v = 57
value = 0
IgnoreHitPause = 1

[State -2, 下に入力]
type = varset
trigger1 = (command = "cm3") && var(59) = 0
v = 57
value = 12
IgnoreHitPause = 1

[State -2, 効果時間減少]
type = varAdd
trigger1 = (var(57) > 0)
v = 57
value = -1
IgnoreHitPause = 1

;---------------------
;ハイジャンプ用処理
;---------------------
[State -2, ハイジャンプ用]
type = VelAdd
triggerall = (var(54) = 1) && (var(55) != 0)
trigger1 = (StateNo = 50) && (Time > 0)
x = var(55)*0.08
IgnoreHitPause = 1

[State -2, ハイジャンプ用]
type = VelAdd
triggerall = var(54) = 1
trigger1 = (StateNo = 50) && (animelem = 7,>=0)
y = 0.3
IgnoreHitPause = 1

[State -2, ハイジャンプ用]
type = Turn
triggerall = (var(54) = 1)
trigger1 = (StateNo = 50) && (P2Dist X < 0)

;----------------------
;ハイジャンプ用処理
;----------------------
[State -2, フラグリセット]
type = varset
trigger1 = (StateNo != 50) && (StateNo != 10003)
v = 54
value = 0
IgnoreHitPause = 1

[State -2, フラグリセット]
type = varset
trigger1 = (StateNo != 50)
trigger2 = (StateNo = 50) && (command != "holdfwd" || command != "holdback")
v = 55
value = 0
IgnoreHitPause = 1

[State -2, キーを前方か後方に]
type = varset
trigger1 = (var(54) = 1) && (StateNo = 50)
v = 55
value = (command="holdfwd")-(command="holdback")
IgnoreHitPause = 1

;------------------
;補正
;------------------
[State -2]
type = varset
triggerall = alive
trigger1 = var(0) = 0 || palno = 12
trigger2 = var(0) = 1 && stateno = [2200,2360]
fvar(1) = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = alive
trigger1 = palno = [7,11];var(0) = 1
trigger1 = stateno != [2200,2360]
fvar(1) = 0.7
ignorehitpause = 1

;-------------------
[State -2]
type = varset
trigger1 = alive 
trigger1 = ((100*life)/lifeMax) = [70,100]
fvar(2) = 1.0
ignorehitpause = 1
persistent = 1

[State -2]
type = varset
trigger1 = alive 
trigger1 = ((100*life)/lifeMax) = [30,69]
fvar(2) = 0.9
ignorehitpause = 1
persistent = 1

[State -2]
type = varset
trigger1 = alive 
trigger1 = ((100*life)/lifeMax) = [0,29]
fvar(2) = 0.75
ignorehitpause = 1
persistent = 1

;----------------------
[state -2]
type = attackmulset
triggerall = alive
trigger1 = var(0) = 1
value = fvar(1)

[State -2]
type = DefenceMulSet
triggerall = alive
trigger1 = var(0) = 1
value = fvar(2)

;-------------------------
;未使用
;-------------------------
[state -2]
type = null;AssertSpecial
trigger1 = var(16) > 0
flag = NoJuggleCheck ;ジャグルをチェックしない
Persistent = 1
IgnoreHitPause = 1

[state -2]
type = null;AssertSpecial
trigger1 = var(16) > 0
flag = NoStandGuard
flag2= NoCrouchGuard
flag3= NoAirGuard
Persistent = 1
IgnoreHitPause = 1

[state -2]
type = null;AttackMulSet
trigger1 = 1
value = ifelse(var(16) > 0,0.5,1)
Persistent = 1
IgnoreHitPause = 1

[state -2]
type = null;poweradd
trigger1 = var(16) > 0
trigger1 = stateno != 850
value = -5
Persistent = 1
IgnoreHitPause = 1

[state a]
type = null;varset
trigger1 = var(16) > 0
trigger1 = power = 0
v = 16
value = 0
Persistent = 1
IgnoreHitPause = 1

;---------------------
;「獣を焦がす」
;---------------------
;獣を焦がす　相手用
[state -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,var(47) = 1
Value = -5
Kill = 0

[state -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "⑨" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,var(47) = 1
Value = -26 

;-------------------
;魔アルカナの毒
;-------------------
;毒効果（ドロウィンアルカナ)
[state -2, 0]
type = poweradd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = power > 0
value = -1
[state -2, 0]
type = lifeadd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = gametime % 7 = 0
value = -1
kill = 0
[State -2,0]
type = Palfx
triggerall = enemy,authorname = "Drowin arcana"
trigger1 = enemy,fvar(20) > 0
add = 100,0,110
mul = 220,220,220
time = 5
ignorehitpause = 1

;----------------------
;「霊符・寿命」
;----------------------
[State -2, LifeAdd]
Type       = LifeAdd
TriggerAll = NumEnemy           >= 1
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name   = "Yuyuko Saigyouji"
Trigger1   = Enemy,var(3)        = 1       || Enemy,var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,var(3) = 1, -2, -3)
Kill       = 0

;------------------------------
; Curse Damage for Misuzu Kamio
[State -2, LifeAdd]
type = LifeAdd
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
triggerall = Enemy,fvar(11) > 0
trigger1 = Enemy,var(13) = 1
trigger1 = GameTime % 13 = 0
trigger2 = Enemy,var(13) = 2
trigger2 = GameTime % 11 = 0
trigger3 = Enemy,var(13) = 3
trigger3 = GameTime % 8 = 0
trigger4 = Enemy,var(13) = 4
trigger4 = GameTime % 6 = 0
trigger5 = Enemy,var(13) = 5
trigger5 = GameTime % 3 = 0
value = -1
kill = 0
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
trigger1 = Enemy,fvar(11) > 0
add = -50,150,150
time = 1
ignorehitpause = 1

;-----------------------------
;愛原奈都美「挑発」対応ステート
[State -2]
Type = PowerAdd
triggerall = numenemy
triggerall = enemynear,name = "AIHARA NATSUMI" &&  enemynear,authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 197 && enemynear,statetime = 70 
Value = -45

;--------------------------
;アル･アジフ「挑発」対応ステート
[State -2]
Type = PowerAdd
triggerall = numenemy
triggerall = enemynear,name = "AL AZIF" &&  enemynear,authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 195 && enemynear,statetime = 30 
Value = -45

;---------------------------
[State -2, 刺激的絶命拳]
type = PlaySnd
triggerall = alive
triggerall = time = 1
triggerall = numenemy
triggerall = enemynear,name = "faust" && enemynear,authorname = "muteki"
trigger1 = stateno = 3011
value = 1,10;4218,21

;-----------------------------------------------------------------
[Statedef -3];常時監視ステート(p2statenoなどで相手に行動を制御された時は実行しない)
;-----------------------------------------------------------------
[State -3]
type = helper
trigger1 = numhelper(20000) = 0
name = "config"
id = 20000
pos =  0,0
postype = left
stateno = 20000
helpertype = normal
sprpriority = 1
keyctrl = 0

[State -3]
type = helper
triggerall = MatchOver
triggerall = !Numhelper(7000)
triggerall = TeamMode = single || TeamMode = turns
triggerall = helper(20000),var(6) = 1
trigger1 = stateno = 181  && time = 300
trigger2 = stateno = 182  && time = 300
trigger3 = stateno = 183  && time = 300
trigger4 = stateno = 3002 && time = 300
;trigger1 = command = "x"
name = "win"
helpertype = normal
stateno = 7000
id = 7000
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
postype = left
size.xscale = 0.5
size.yscale = 0.5
persistent = 0
ignorehitpause = 1

[State -3]
type = AssertSpecial
trigger1 = Numhelper(7000) = 1
flag = invisible
persistent = 0
ignorehitpause = 1

[State -3]
type = helper
triggerall = var(0) = 1
triggerall = var(17) = 1
triggerall = !numhelper(10203)
trigger1 = RoundsExisted = 0
trigger1 = roundstate >= 2
trigger2 = RoundsExisted >= 1
ID = 10203
pos = 0,0
name = "anabura"
postype = p1
stateno = 10203
helpertype = normal
keyctrl = 0
ownpal = 1

;-----------------------
;メッセージアイコン
;-----------------------
;チャンスメイク(1p)
[State -3]
type = Explod
triggerall = Numhelper(20000)
triggerall = helper(20000),var(3)
triggerall = NumExplod(7000) = 0
triggerall = IsHelper != 1
triggerall = var(1) = 1
trigger1 = stateno = 701
anim = 7000
ID = 7000
pos = 0,helper(20000),var(4)
postype = left
removetime = 42
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;チャンスメイク(2p)
[State -3]
type = Explod
triggerall = Numhelper(20000)
triggerall = helper(20000),var(3)
triggerall = NumExplod(7004) = 0
triggerall = IsHelper != 1
triggerall = var(1) = 2
trigger1 = stateno = 701
anim = 7004
ID = 7004
pos = 0,helper(20000),var(4)
postype = right
removetime = 42
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7000) = 1
ID = 7001
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7000) = 1
ID = 7002
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7004) = 1
ID = 7005
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7004) = 1
ID = 7006
ignorehitpause = 1

;-----------------------
;カウンターヒット(1p)
[State -3]
type = Explod
triggerall = Numhelper(20000)
triggerall = helper(20000),var(3)
triggerall = NumExplod(7001) = 0
triggerall = var(1) = 1
triggerall = var(2) = 1
trigger1 = P2MoveType = H && !moveguarded
anim = 7001
ID = 7001
pos = 0,helper(20000),var(4)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;カウンターヒット(2p)
[State -3]
type = Explod
triggerall = Numhelper(20000)
triggerall = helper(20000),var(3)
triggerall = NumExplod(7005) = 0
triggerall = var(1) = 2
triggerall = var(2) = 1
trigger1 = P2MoveType = H && !moveguarded
anim = 7005
ID = 7005
pos = 0,helper(20000),var(4)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7001) = 1
ID = 7000
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7001) = 1
ID = 7002
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7005) = 1
ID = 7004
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7005) = 1
ID = 7006
ignorehitpause = 1

;-------------------------
;ファーストアタック(1p)
[State -3]
type = Explod
triggerall = Numhelper(20000)
triggerall = helper(20000),var(3)
triggerall = NumExplod(7002) = 0
triggerall = var(1) = 1
triggerall = var(3) = 0
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = stateno = 810
trigger3 = stateno = 1160
trigger4 = stateno = 2002
trigger5 = stateno = 2102
anim = 7002
ID = 7002
pos = 0,helper(20000),var(4)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;ファーストアタック(2p)
[State -3]
type = Explod
triggerall = Numhelper(20000)
triggerall = helper(20000),var(3)
triggerall = NumExplod(7006) = 0
triggerall = var(1) = 2
triggerall = var(3) = 0
trigger1 = numenemy
trigger1 = enemy,movetype = H
trigger1 = enemy,stateno = [5000,5099]
trigger2 = stateno = 810
trigger3 = stateno = 1160
trigger4 = stateno = 2002
trigger5 = stateno = 2102
anim = 7006
ID = 7006
pos = 0,helper(20000),var(4)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7002) = 1
ID = 7000
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7002) = 1
ID = 7001
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7006) = 1
ID = 7004
ignorehitpause = 1

[State -3]
type = RemoveExplod
trigger1 = NumExplod(7006) = 1
ID = 7005
ignorehitpause = 1

;------------------
;SE
;------------------
[State -3]
type = PlaySnd
triggerall = Time = 1
triggerall = var(54) != 1
trigger1 = stateno = 50
value = 6,2

[State -3]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 6,4

;-----------------
;ダメージボイス
;-----------------
[State -3]
type = PlaySnd
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = (stateno != [1100,1135])
triggerall = prevstateno != [120,159]
triggerall = !helper(20000),var(5) = 1
trigger1 = GetHitvar(animtype) = 0
value = 1,0+(random%2)
persistent = 0

[State -3]
type = PlaySnd
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = (stateno != [1100,1135])
triggerall = prevstateno != [120,159]
triggerall = helper(20000),var(5) = 1
trigger1 = GetHitvar(animtype) = 0
value = 1,0+(random%2)
persistent = 0
channel = 0

[State -3]
type = PlaySnd
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = (stateno != [1100,1135])
triggerall = prevstateno != [120,159]
triggerall = !helper(20000),var(5) = 1
trigger1 = GetHitvar(animtype) = 1
value = 1,2+(random%2)
persistent = 0

[State -3]
type = PlaySnd
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = (stateno != [1100,1135])
triggerall = prevstateno != [120,159]
triggerall = helper(20000),var(5) = 1
trigger1 = GetHitvar(animtype) = 1
value = 1,2+(random%2)
persistent = 0
channel = 0

[State -3]
type = PlaySnd
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = (stateno != [1100,1135])
triggerall = prevstateno != [120,159]
triggerall = !helper(20000),var(5) = 1
trigger1 = GetHitvar(animtype) = 2
trigger2 = GetHitvar(animtype) = 3
trigger3 = GetHitvar(animtype) = 4
value = 1,4+(random%3)
persistent = 0

[State -3]
type = PlaySnd
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = (stateno != [1100,1135])
triggerall = prevstateno != [120,159]
triggerall = helper(20000),var(5) = 1
trigger1 = GetHitvar(animtype) = 2
trigger2 = GetHitvar(animtype) = 3
trigger3 = GetHitvar(animtype) = 4
value = 1,4+(random%3)
persistent = 0
channel = 0

[State -3, 叩きつけられボイス]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
triggerall = !helper(20000),var(5) = 1
trigger1 = stateno = 5100
value = 1,4+(random%2)

[State -3, 叩きつけられボイス]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
triggerall = helper(20000),var(5) = 1
trigger1 = stateno = 5100
value = 1,4+(random%2)
channel = 0

[State -3, 受身ボイス]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
triggerall = !helper(20000),var(5) = 1
trigger1 = stateno = 5200 || stateno = 5210 ;受身直後
value = 2,0+(random%2)

[State -3, 受身ボイス]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
triggerall = helper(20000),var(5) = 1
trigger1 = stateno = 5200 || stateno = 5210 ;受身直後
value = 2,0+(random%2)
channel = 0
