;---------------------------------------------------------------------------
;避け
[Statedef 750]
Type    = S
Physics = S
VelSet = 0,0
Ctrl = 0
Anim = 750
SprPriority = -1

[State -1] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PalFX
Trigger1 = Time = [0,14]
Time = 1
Add = 150-Var(54),150-Var(54),150-Var(54)
IgnoreHitPause = 0
Peresistent = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [5,14]
V = 54
Value = 15

[State -1]
Type = VarSet
Trigger1 = Time = 15
V = 54
Value = 0

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 2
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 2
Value = s750, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time >= 1
StateNo = 855
ID = 856
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,21]
Value = , NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;空中避け
[Statedef 760]
Type    = A
Physics = A
Ctrl = 0
Anim = 760
SprPriority = -1

[State -1] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PowerAdd
Trigger1 = PrevStateNo = [600,699]
Trigger1 = Var(13) = 0
Trigger1 = Time = 0
Value = Ceil(-500*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = PrevStateNo = [600,699]
Trigger1 = Var(13) = [1,4]
Trigger1 = Time = 0
FV = 29
Value = IfElse(Var(13)=4,-250,IfElse(Var(13)=3,-750,-500))

[State -1]
Type = VarSet
Trigger1 = PrevStateNo = [600,699]
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = VelSet
TriggerAll = Vel X >= 2
TriggerAll = Var(57)%10 != [4,5]
Trigger1 = Time = 0
X = 2

[State -1] 
Type = VelSet
Trigger1 = Time = 0
Y = -6.6

[State -1] 
Type = Turn
Trigger1 = Time = 20
Trigger1 = P2Dist X < 0

[State -1]
Type = PalFX
Trigger1 = Time = [0,10]
Time = 1
Add = 150-Var(54),150-Var(54),150-Var(54)
IgnoreHitPause = 0
Peresistent = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [1,9]
V = 54
Value = 15

[State -1]
Type = VarSet
Trigger1 = Time = 10
V = 54
Value = 0

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 2
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 2
Value = s760, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time >= 1
StateNo = 855
ID = 857
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,9]
Value = , NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ゲージ溜め
[Statedef 850]
Type    = S
Physics = S
Anim    = 850
Ctrl    = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 6
Value = s960, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s850, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Anim = 850
Trigger1 = Time = 6
Anim = 10850
ID = 10850
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 4
BindTime = -1
RemoveTime = -1
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PowerAdd
Trigger1 = Anim = 850
Trigger1 = Time = [8,107]
Value = Ceil(FVar(30)*5)

[State -1]
Type = PowerAdd
Trigger1 = Anim = 850
Trigger1 = Time = [108,207]
Value = Ceil(FVar(30)*10)

[State -1]
Type = PowerAdd
Trigger1 = Anim = 850
Trigger1 = Time >= 208
Value = Ceil(FVar(30)*15)

[State -1] 
Type = ChangeAnim
TriggerAll = Var(59) <= 0
TriggerAll = Time >= 23
TriggerAll = Anim = 850
Trigger1 = Command != "ABC溜め" && Command != "X溜め"
Trigger2 = Command = "holdup" || Command = "holddown" || Command = "holdfwd" || Command = "holdback"
Trigger3 = Power >= 3343
Value = 851

[State -1]
Type = Explod
TriggerAll = NumExplod(10850) = 1
TriggerAll = Anim = 851
Trigger1 = Time%10= 8
Anim = 10851
ID = 10851
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 4
BindTime = -1
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Explod
TriggerAll = NumExplod(10850) = 1
TriggerAll = Anim = 851
Trigger1 = AnimTime = 0
Anim = 10852
ID = 10851
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 4
BindTime = -1
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = RemoveExplod
TriggerAll = NumExplod(10850) = 1
TriggerAll = Anim = 851
Trigger1 = Time%10= 8
Trigger2 = AnimTime = 0
ID = 10850

[State -1] 
Type = ChangeState
Trigger1 = Anim = 851
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;サーキットスパーク
[Statedef 860]
Type     = S
MoveType = A
Physics  = S
Anim     = 860
Ctrl     = 0
VelSet = 0,0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 54
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = NotHitBy
TriggerAll = Var(57)%10 != 2
Trigger1 = AnimTime < -1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = NotHitBy
Trigger1 = Var(57)%10 = 2
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PosSet
Trigger1 = Time = 0
Y = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = EnvShake
Trigger1 = Time = 12
Time  = 15
Ampl  = 5
Freq  = 90

[State -1]
Type = PowerSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
FV = 29
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = 2 || Var(13) = 4
V = 13
Value = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [6,9]
V = 14
Value = 3000
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [6,9]
V = 16
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = Var(0)%10 = 0
TriggerAll = NumExplod(25600) = 0
Trigger1 = Time = 0
Trigger1 = Var(13) = [6,9]
Anim = 25600
PosType = P1
Pos = 0, -60
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 25600

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = Time = 10
StateNo = 8020
PosType = P1
Pos = 0, -60
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 8020

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [1,5]
V = 13
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [1,5]
Trigger1 = Var(14) > 0
V = 14
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 12
Value = s960, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 3
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 3
Value = s860, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 3
Value = s860, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time = [11,31]
Time = 1
Add = 160-Var(55),160-Var(55),160-Var(55)
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [12,31]
V = 55
Value = 8

[State -1]
Type = BGPalFX
Trigger1 = Time = [0,34]
Time = 1
Add = 0-Var(54),0-Var(54),0-Var(54)
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [0,19]
V = 54
Value = 5

[State -1]
Type = VarAdd
Trigger1 = Time = [30,34]
V = 54
Value = -20

[State -1]
Type = VarRangeSet
Trigger1 = AnimTime = 0
First = 54
Last = 55
Value = 0

[State -1]
Type = Explod
Trigger1 = Time = 2
Anim = 10860
ID = 10860
Postype = P1
Pos = 0,-60
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 12
Attr = S, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 11+Var(41)
SparkNo = -1
Guard.SparkNo = -1
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -2,-10*FVar(36)
Air.Velocity = IfElse(Var(50)=1,-2,-5),IfElse(Var(50)=1,-10*FVar(36),-2)
Down.Velocity = -6,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff =0
Down.CornerPush.VelOff = 0
YAccel = .54
ID = 860
Kill = 0
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 48
GetPower = 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;エリアルスパーク
[Statedef 870]
Type     = A
MoveType = A
Physics  = A
Anim     = 870
Ctrl     = 0
VelSet = 0,0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 54
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = NotHitBy
TriggerAll = Var(57)%10 != 2
Trigger1 = Time = [0,13]
Value = , NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = NotHitBy
Trigger1 = Var(57)%10 = 2
Value = , NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = EnvShake
Trigger1 = Time = 12
Time  = 15
Ampl  = 5
Freq  = 90

[State -1]
Type = PowerSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
FV = 29
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = 2 || Var(13) = 4
V = 13
Value = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [6,9]
V = 14
Value = 3000
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [6,9]
V = 16
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = Var(0)%10 = 0
TriggerAll = NumExplod(25600) = 0
Trigger1 = Time = 0
Trigger1 = Var(13) = [6,9]
Anim = 25600
PosType = P1
Pos = 0, -60
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 25600

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = Time = 10
StateNo = 8020
PosType = P1
Pos = 0, -60
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 8020

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [1,5]
V = 13
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Trigger1 = Var(13) = [1,5]
Trigger1 = Var(14) > 0
V = 14
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 12
Value = s960, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 3
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 3
Value = s860, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 3
Value = s860, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time = [11,30]
Time = 1
Add = 160-Var(55),160-Var(55),160-Var(55)
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [11,30]
V = 55
Value = 8

[State -1]
Type = BGPalFX
Trigger1 = Time = [0,30]
Time = 1
Add = 0-Var(54),0-Var(54),0-Var(54)
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [0,19]
V = 54
Value = 5

[State -1]
Type = VarAdd
Trigger1 = Time = [25,30]
V = 54
Value = -20

[State -1]
Type = VarRangeSet
Trigger1 = AnimTime = 0
First = 54
Last = 55
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time <= 29
Y = 0

[State -1]
Type = Explod
Trigger1 = Time = 2
Anim = 10860
ID = 10860
Postype = P1
Pos = 0,-64
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 12
Attr = A, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 11+Var(41)
SparkNo = -1
Guard.SparkNo = -1
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -2,-10*FVar(36)
Air.Velocity = IfElse(Var(50)=1,-2,-5),IfElse(Var(50)=1,-10*FVar(36),-2)
Down.Velocity = -6,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff =0
Down.CornerPush.VelOff = 0
YAccel = .54
ID = 870
Kill = 0
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 48
GetPower = 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

;---------------------------------------------------------------------------
; 立ち　EX-シールド
[Statedef 900]
Type    = S
Physics = S
Anim    = 900
Ctrl    = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 4
Trigger1 = Time = 0
FV = 26
Value = 1

[State -1]
Type = VelSet
TriggerAll = Time = 0
Trigger1 = PrevStateNo != [100,101]
X = 0
Y = 0

[State -1]
Type = VarSet
Trigger1 = Time = [0,5]
V = 15
Value = Power

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s200, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = AnimElem = 1
Value = s200, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = HitOverRide
Trigger1 =! MoveHit
Trigger1 = Time = [0,4]
Attr = SCA, NP, SP, HP
StateNo = 901+IfElse((Var(57)%10=[2,3]),2,0)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo != [400,409]
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo = [400,409]
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10900
ID = 10900
Pos = 54,-84
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10901
ID = 10901
Pos = 54,-84
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 940
ID = 940
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 10910
ID = 10910+Var(57)%10
PosType = P1
Pos = 54,-84
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(13) != 4
Trigger1 = MoveHit
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Command = "holdfwd" && Command = "ab" && Command != "holddown" && Command != "holdup" || Command = "holdfwd" && Command = "y" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = [0,2]
V = 45
Value = 100
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Command = "holdback" && Command = "ab" && Command != "holddown" && Command != "holdup" || Command = "holdback" && Command = "y" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = [0,2]
V = 45
Value = 105
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 != 3 && Var(57)%10 != 5
TriggerAll = Command = "holddown"
TriggerAll = Command != "holdfwd" && Command != "holdback"
TriggerAll = Command = "ab" || Command = "x" || Command = "y"
Trigger1 = Time = [0,2]
V = 45
Value = 750
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 = 3
TriggerAll = Command = "abc" || Command = "x" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
TriggerAll = FVar(13) = 0
TriggerAll = FVar(29) <= 3000
Trigger1 = Time = [0,2]
V = 45
Value = 850
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 != 2
TriggerAll = Command = "abc" || Command = "x" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
TriggerAll = Time = [0,2]
Trigger1 = Var(13) = 1 || Var(13) = 5
Trigger2 = Var(57)%10 = 1 || Var(57)%10 = 4
Trigger2 = FVar(29) >= 1000
Trigger2 = Var(13) = 0
V = 45
Value = 960
IgnoreHitPause = 1

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = Var(45) >= 1
Trigger1 = MoveHit = 1
StateNo = 8070
ID = 8070
PosType = P1
Pos = 0,-55
Ownpal = 1
SprPriority = 4
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = MoveHit = 1
Value = Var(45)

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
TriggerAll =! MoveHit
TriggerAll = Var(57)%10 != 2
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = FVar(29) > 0
Value = 902

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;立ち　EX-シールド2
[Statedef 901]
Type    = S
MoveType= I
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 0
Value = Var(15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 0
Value = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 15
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901, 0+Random%2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(13) != 4
Trigger1 = Time = 0
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Time = 1
Value = 903

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 10910
ID = 10910+Var(57)%10
PosType = P1
Pos = 54,-84
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 2
Value = 302
IgnoreHitPause = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 13
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Pause
Trigger1 = Time = 1
Time = 4
MoveTime = 4
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
StateNo = 8070
ID = 8070
PosType = P1
Pos = 0,-55
Ownpal = 1
SprPriority = 4
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
Value = Var(45)

[State -1]
Type = ChangeState
Trigger1 = Time = 19
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち　シールド
[Statedef 902]
Type    = S
Physics = S
Anim    = 902
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
FV = 26
Value = 0

[State -1]
Type = VarSet
Trigger1 = Anim = 902
V = 15
Value = Power

[State -1]
Type = VarSet
Trigger1 = Anim = 903
V = 15
Value = 0

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 0
Trigger1 = Time%3 = 0 || Time = 10 || Time = 20 || Time = 31 || Time = 41
Trigger1 = Anim = 902
Value = -5

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 0
Trigger1 = Time%3 != 0 && Time != 10 && Time != 20 && Time != 31 && Time != 41
Trigger1 = Anim = 902
Value = -6

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 != 3
Trigger1 = Var(13) = 0
Trigger1 = Anim = 902
Value = -2

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = HitOverRide
Trigger1 =! MoveHit
Trigger1 = Anim = 902
Attr = SCA, NP, SP, HP
StateNo = 903
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo != [400,409]
Trigger1 = Anim = 902
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo = [400,409]
Trigger1 = Anim = 902
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 10910
ID = 10915+Var(57)%10
PosType = P1
Pos = 54,-84
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = MoveHit
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 902
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = IfElse(Var(57)%10=3,44,59)
Trigger4 = FVar(29) = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 903

[State -1] 
Type = ChangeState
Trigger1 = Anim = 903
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;立ち　シールド2
[Statedef 903]
Type    = S
MoveType= I
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = Time = 1
FV = 26
Value = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 0
Value = Var(15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 0
Value = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 15
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901, 0+Random%2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Time = 1
Value = 903

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 10910
ID = 10915+Var(57)%10
PosType = P1
Pos = 54,-84
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 2
Value = 202
IgnoreHitPause = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 13
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Pause
Trigger1 = Time = 1
Time = 4
MoveTime = 4
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
StateNo = 8070
ID = 8070
PosType = P1
Pos = 0,-55
Ownpal = 1
SprPriority = 4
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
Value = Var(45)

[State -1]
Type = ChangeState
Trigger1 = Time = 19
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ちシールドカウンター
[Statedef 905]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 905
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time <= 9
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [6,7]
X = 9

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s30, 1
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s905, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s905, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.50
FV = 1
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 5
Attr = S, SA
AnimType  = Up
Damage    = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = MA
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 13
Ground.HitTime  = 13
AirGuard.CtrlTime = 7
Ground.Velocity = 0,-11.5*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-11.5*FVar(36),-2)
AirGuard.Velocity = -4,-1
Down.Velocity = -6,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 905
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(50+Var(41)-FVar(35))
GetPower = Ceil(FVar(30)*50), Ceil(0.85*FVar(30)*50)
GivePower = Floor(FVar(31)*50), Floor(0.50*FVar(31)*50)

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,0,IfElse(Var(50)=2,-5,0))
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = P2StateType = S || P2StateType = C
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveGuarded = 1
FV = 25
Value = -8
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ　EX-シールド
[Statedef 910]
Type    = C
Physics = C
Anim    = 910
Ctrl    = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 4
Trigger1 = Time = 0
FV = 26
Value = 1

[State -1]
Type = VelSet
TriggerAll = Time = 0
Trigger1 = PrevStateNo != [100,101]
X = 0
Y = 0

[State -1]
Type = VarSet
Trigger1 = Time = [0,5]
V = 15
Value = Power

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s200, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = AnimElem = 1
Value = s200, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = HitOverRide
Trigger1 =! MoveHit
Trigger1 = Time = [0,4]
Attr = SCA, NP, SP, HP
StateNo = 911+IfElse((Var(57)%10=[2,3]),2,0)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo != [200,209]) && (P2StateNo != [600,609])
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
NumHits = 0
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo = [200,209]) || (P2StateNo = [600,609])
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
NumHits = 0
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10900
ID = 10900
Pos = 48,-44
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10901
ID = 10901
Pos = 48,-44
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 940
ID = 941
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 10910
ID = 10910+Var(57)%10
PosType = P1
Pos = 48,-44
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(13) != 4
Trigger1 = MoveHit
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Command = "holdfwd" && Command = "ab" && Command != "holddown" && Command != "holdup" || Command = "holdfwd" && Command = "y" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = [0,2]
V = 45
Value = 100
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Command = "holdback" && Command = "ab" && Command != "holddown" && Command != "holdup" || Command = "holdback" && Command = "y" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = [0,2]
V = 45
Value = 105
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 != 3 && Var(57)%10 != 5
TriggerAll = Command = "holddown"
TriggerAll = Command != "holdfwd" && Command != "holdback"
TriggerAll = Command = "ab" || Command = "x" || Command = "y"
Trigger1 = Time = [0,2]
V = 45
Value = 750
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 = 3
TriggerAll = Command = "abc" || Command = "x" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
TriggerAll = FVar(13) = 0
TriggerAll = FVar(29) <= 3000
Trigger1 = Time = [0,2]
V = 45
Value = 850
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 != 2
TriggerAll = Command = "abc" || Command = "x" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
TriggerAll = Time = [0,2]
Trigger1 = Var(13) = 1 || Var(13) = 5
Trigger2 = Var(57)%10 = 1 || Var(57)%10 = 4
Trigger2 = FVar(29) >= 1000
Trigger2 = Var(13) = 0
V = 45
Value = 960
IgnoreHitPause = 1

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = Var(45) >= 1
Trigger1 = MoveHit = 1
StateNo = 8070
ID = 8070
PosType = P1
Pos = 0,-55
Ownpal = 1
SprPriority = 4
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = MoveHit = 1
Value = Var(45)

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
TriggerAll =! MoveHit
TriggerAll = Var(57)%10 != 2
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = FVar(29) > 0
Value = 912

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ　EX-シールド2
[Statedef 911]
Type    = C
MoveType= I
Physics = C
Juggle  = 0
Ctrl = 0
VelSet = 0,0
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 0
Value = Var(15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 0
Value = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 15
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901, 0+Random%2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(13) != 4
Trigger1 = Time = 0
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Time = 1
Value = 913

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 10910
ID = 10910+Var(57)%10
PosType = P1
Pos = 48,-44
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 2
Value = 302
IgnoreHitPause = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 13
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Pause
Trigger1 = Time = 1
Time = 4
MoveTime = 4
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
StateNo = 8070
ID = 8070
PosType = P1
Pos = 0,-55
Ownpal = 1
SprPriority = 4
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
Value = Var(45)

[State -1]
Type = ChangeState
Trigger1 = Time = 19
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ　シールド
[Statedef 912]
Type    = C
Physics = C
Anim    = 912
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
FV = 26
Value = 0

[State -1]
Type = VarSet
Trigger1 = Anim = 912
V = 15
Value = Power

[State -1]
Type = VarSet
Trigger1 = Anim = 913
V = 15
Value = 0

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 0
Trigger1 = Time%3 = 0 || Time = 10 || Time = 20 || Time = 31 || Time = 41
Trigger1 = Anim = 912
Value = -5

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 0
Trigger1 = Time%3 != 0 && Time != 10 && Time != 20 && Time != 31 && Time != 41
Trigger1 = Anim = 912
Value = -6

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 != 3
Trigger1 = Var(13) = 0
Trigger1 = Anim = 912
Value = -2

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = HitOverRide
Trigger1 =! MoveHit
Trigger1 = Anim = 912
Attr = SCA, NP, SP, HP
StateNo = 913
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo != [200,209]) && (P2StateNo != [600,609])
Trigger1 = Anim = 912
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo = [200,209]) || (P2StateNo = [600,609])
Trigger1 = Anim = 912
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 10910
ID = 10915+Var(57)%10
PosType = P1
Pos = 48,-44
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = MoveHit
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 912
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = IfElse(Var(57)%10=3,44,59)
Trigger4 = FVar(29) = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 913

[State -1] 
Type = ChangeState
Trigger1 = Anim = 913
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ　シールド2
[Statedef 913]
Type    = C
MoveType= I
Physics = C
Juggle  = 0
Ctrl = 0
VelSet = 0,0
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = Time = 1
FV = 26
Value = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 0
Value = Var(15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 0
Value = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 15
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901, 0+Random%2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Time = 1
Value = 913

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 10910
ID = 10915+Var(57)%10
PosType = P1
Pos = 48,-44
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 2
Value = 202
IgnoreHitPause = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 13
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Pause
Trigger1 = Time = 1
Time = 4
MoveTime = 4
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
StateNo = 8070
ID = 8070
PosType = P1
Pos = 0,-55
Ownpal = 1
SprPriority = 4
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = Time = 1
Value = Var(45)

[State -1]
Type = ChangeState
Trigger1 = Time = 19
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
; しゃがみシールドカウンター
[Statedef 915]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
Anim = 915
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time <= 9
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [6,11]
X = 3
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [12,14]
X = 2
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [15,17]
X = 1
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 18
X = 0
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 6
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s905, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s905, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.50
FV = 1
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = C, SA
Damage    = Ceil(FVar(0)*(150-Var(4)%2))
AnimType  = Hard
HitFlag = MAFD
GuardFlag = LA
Priority  = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s10,2
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = Trip
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = -1,-5
Guard.Velocity = -8
Air.Velocity = -1*Var(50),IfElse(Var(50)=1,-5*FVar(36),-2)
AirGuard.Velocity = -4,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 915
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(30)*150), Ceil(0.85*FVar(30)*150)
GivePower = Floor(FVar(31)*150), Floor(0.50*FVar(31)*150)

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-5,IfElse(Var(50)=2,-5,-5))
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
; 空中　EX-シールド
[Statedef 920]
Type    = A
Physics = A
Anim    = 920
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 4
Trigger1 = Time = 0
FV = 26
Value = 1

[State -1]
Type = VarSet
Trigger1 = Time = [0,10]
V = 15
Value = Power

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s200, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = AnimElem = 1
Value = s200, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = HitOverRide
Trigger1 =! MoveHit
Trigger1 = Time = [0,9]
Attr = SCA, NP, SP, HP
StateNo = 921+IfElse((Var(57)%10=[2,3]),2,0)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
Trigger1 =! MoveContact
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
NumHits = 0
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10900
ID = 10900
Pos = 48,-52
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10901
ID = 10901
Pos = 48,-52
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 940
ID = 942
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 10910
ID = 10910+Var(57)%10
PosType = P1
Pos = 48,-52
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = MoveHit
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosFreeze
Trigger1 = MoveHit = 1

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
TriggerAll =! MoveHit
TriggerAll = Var(57)%10 != 2
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = FVar(29) > 0
Value = 922

;---------------------------------------------------------------------------
;空中　EX-シールド2
[Statedef 921]
Type    = A
MoveType= I
Physics = A
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 0
Value = Var(15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 0
Value = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 15
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901, 0+Random%2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Time = 1
Value = 923

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 10910
ID = 10910+Var(57)%10
PosType = P1
Pos = 48,-52
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 2
Value = 502
IgnoreHitPause = 1

[State -1]
Type = PosFreeze
Trigger1 = Time = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 13
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Pause
Trigger1 = Time = 1
Time = 4
MoveTime = 4
IgnoreHitPause = 1
Persistent = 0

;---------------------------------------------------------------------------
; 空中　シールド
[Statedef 922]
Type    = A
Physics = A
Anim    = 922
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
FV = 26
Value = 0

[State -1]
Type = VarSet
Trigger1 = Anim = 922
V = 15
Value = Power

[State -1]
Type = VarSet
Trigger1 = Anim = 923
V = 15
Value = 0

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 0
Trigger1 = Time%3 = 0 || Time = 10 || Time = 20 || Time = 31 || Time = 41
Trigger1 = Anim = 922
Value = -5

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 = 3
Trigger1 = Var(13) = 0
Trigger1 = Time%3 != 0 && Time != 10 && Time != 20 && Time != 31 && Time != 41
Trigger1 = Anim = 922
Value = -6

[State -1]
Type = PowerAdd
Trigger1 = Var(57)%10 != 3
Trigger1 = Var(13) = 0
Trigger1 = Anim = 922
Value = -2

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = HitOverRide
Trigger1 =! MoveHit
Trigger1 = Anim = 922
Attr = SCA, NP, SP, HP
StateNo = 923
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
Trigger1 = Anim = 922
Trigger1 =! MoveContact
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000))),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 10910
ID = 10915+Var(57)%10
PosType = P1
Pos = 48,-52
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = MoveHit
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 922
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = IfElse(Var(57)%10=3,44,59)
Trigger4 = FVar(29) = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 923

;---------------------------------------------------------------------------
;空中　シールド2
[Statedef 923]
Type    = A
MoveType= I
Physics = A
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = Time = 1
FV = 26
Value = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 0
Value = Var(15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 0
Value = Ceil(50*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 15
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901, 0+Random%2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s902, 0+Random%5
Channel = 1
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Time = 1
Value = 923

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 10910
ID = 10910+Var(57)%10
PosType = P1
Pos = 48,-52
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 2
Value = 202
IgnoreHitPause = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 13
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Pause
Trigger1 = Time = 1
Time = 4
MoveTime = 4
IgnoreHitPause = 1
Persistent = 0

;---------------------------------------------------------------------------
; 空中シールドカウンター
[Statedef 925]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 925
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time <= 9
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = VelSet
Trigger1 = Time <= 8
Y = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s905, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s905, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.50
FV = 1
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Attr = A, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s10,4
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
AnimType = Med
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
AirGuard.CtrlTime = 7
Ground.Velocity = -1.8,-7.8*FVar(36)
Guard.Velocity = -6.5
Air.Velocity = -1.8*Var(50),IfElse(Var(50)=1,-7.8*FVar(36),-2)
AirGuard.Velocity = -4,-1
Down.Velocity = -3.6,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 925
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(41+Var(41)-FVar(35))
GetPower = Ceil(FVar(30)*50), Ceil(0.85*FVar(30)*50)
GivePower = Floor(FVar(31)*50), Floor(0.50*FVar(31)*50)

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-4.8,IfElse(Var(50)=2,-5.6,-4.8))
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------------
; シールドバンカー
[Statedef 930]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 930
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VelSet
TriggerAll = Time = 0
Trigger1 = PrevStateNo != [100,101]
X = 0
Y = 0

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
Value = Ceil(IfElse(Var(57)%10=2,-1000,-500)*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = Var(13) = [1,4]
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
FV = 29
Value = IfElse(Var(13)=4,-250,IfElse(Var(13)=3,-1500,-500))

[State -1]
Type = VarSet
Trigger1 = PrevStateNo = [150,153]
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = PrevStateNo != [150,153]
Trigger1 = Var(57)%10 != 2
Trigger1 = Time = [0,6]
V = 15
Value = Power

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(45) = 0
TriggerAll = Command = "jump"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
V = 45
Value = 41

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(45) = 0
TriggerAll = Command = "jump2"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
V = 45
Value = 42

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(45) = 0
TriggerAll = Command = "FF" || Command = "holdfwd" && Command = "ab" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
V = 45
Value = 100

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(45) = 0
TriggerAll = Command = "BB" || Command = "holdback" && Command = "ab" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
V = 45
Value = 105

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(45) = 0
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Command = "holddown"
TriggerAll = Command != "holdfwd" && Command != "holdback"
TriggerAll = Command = "ab" || Command = "x" || Command = "y"
Trigger1 = Time = 0
V = 45
Value = 750
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 4
TriggerAll = Command = "214abc"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1205) + NumHelper(1215) + NumHelper(1225) + NumHelper(1255) + NumHelper(1265) + NumHelper(1275) != 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1231
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Command = "abc" || Command = "x" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = [150,153]
Trigger1 = Var(13) = 1 || Var(13) = 5
Trigger2 = Var(57)%10 = 1 || Var(57)%10 = 4
Trigger2 = FVar(29) >= 1000
Trigger2 = Var(13) = 0
V = 45
Value = 960

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Command = "41236c"
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Time = 0
TriggerAll = Var(45) = 0
Trigger1 = Var(13) = [1,5]
V = 45
Value = 3000
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Command = "623a" || Command = "623b"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "623a",1000,1010)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Command = "623c"
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Time = 0
TriggerAll = Var(45) = 0
Trigger1 = FVar(29) >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = [1,5]
V = 45
Value = 2000
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1
TriggerAll = Command = "236a" || Command = "236b"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "236a",1100,1110)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1
TriggerAll = Command = "236c"
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Time = 0
TriggerAll = Var(45) = 0
Trigger1 = FVar(29) >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = [1,5]
V = 45
Value = 2100
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 2
TriggerAll = Command = "236a" || Command = "236b"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "236a",1400,1450)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 3
TriggerAll = Command = "236a" || Command = "236b"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "236a",1700,1750)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 3
TriggerAll = Command = "236c"
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Time = 0
TriggerAll = Var(45) = 0
Trigger1 = FVar(29) >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = [1,5]
V = 45
Value = 2700
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 4
TriggerAll = Command = "236a" || Command = "236b"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "236a",1410,1460)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 2 || Var(57)/100%10 = 4
TriggerAll = Command = "236c"
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Time = 0
TriggerAll = Var(45) = 0
Trigger1 = FVar(29) >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = [1,5]
V = 45
Value = 2400
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "22a" || Command = "22b"
TriggerAll = Var(45) = 0
TriggerAll = Var(47) < 9
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "22a",1300,1310)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "22c" || Command = "22a" && Var(47) = 9 || Command = "22b" && Var(47) = 9
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1320
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 3
TriggerAll = Command = "22a" || Command = "22b" || Command = "22c"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1920
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "214a"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1205) + NumHelper(1255) = 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1201
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "214b"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1215) + NumHelper(1265) = 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1211
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "214c"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1225) + NumHelper(1275) = 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1221
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "214a"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1205) + NumHelper(1255) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1200
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "214b"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1215) + NumHelper(1265) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1210
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "214c"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1225) + NumHelper(1275) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1220
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 2
TriggerAll = Command = "214a" || Command = "214b"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "214a",1600,1650)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 2
TriggerAll = Command = "214c"
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Time = 0
TriggerAll = Var(45) = 0
Trigger1 = FVar(29) >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = [1,5]
V = 45
Value = 2600
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 3
TriggerAll = Command = "214a" || Command = "214b"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = IfElse(Command = "214a",1800,1850)
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 3
TriggerAll = Command = "214c"
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Time = 0
TriggerAll = Var(45) = 0
Trigger1 = FVar(29) >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = [1,5]
V = 45
Value = 2800
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 1 || Var(57)/100%10 = 4
TriggerAll = Command = "22z"
TriggerAll = Var(45) = 0
TriggerAll = NumHelper(1905) + NumHelper(1906) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1900
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(57)/100%10 = 2
TriggerAll = Command = "22z"
TriggerAll = Var(45) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
V = 45
Value = 1910
IgnoreHitPause = 1

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(45) = 0
TriggerAll = PrevStateNo = [150,153]
TriggerAll = Command = "az" || Command = "x" && Command != "holddown"
TriggerAll = Time = 0
Trigger1 = Command = "holdfwd"
Trigger2 = Command = "holdback"
V = 45
Value = 800
IgnoreHitPause = 1

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = Var(57)%10 = 4
TriggerAll = Var(45) >= 1
Trigger1 = PrevStateNo = [150,153]
Trigger1 = NumHelper(8060) = 0
Trigger1 = Time = 0
StateNo = 8060
PosType = P1
Pos = 0, -55
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 8060

[State -1]
Type = ChangeState
TriggerAll = Var(57)%10 = 4
Trigger1 = Var(45) >= 1
Value = Var(45)

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = NumHelper(8050) = 0
Trigger1 = Time = 0
StateNo = 8050
PosType = P1
Pos = 0, -55
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 8050

[State -1]
Type = HitOverRide
Trigger1 =! MoveHit
Trigger1 = Time = [0,5]
Attr = SCA, NP, SP, HP
StateNo = 931
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
TriggerAll = AnimElem = 1
Trigger1 = Var(57)%10 != 2
Trigger2 = Var(57)%10 = 2
Trigger2 = PrevStateNo != [150,153]
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
Pausetime = 13,13
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
GetPower = 20,0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s900, 0

[State -1]
Type = Explod
TriggerAll = Time = 0
Trigger1 = Var(57)%10 = 2 && PrevStateNo != [150,153]
Trigger2 = Var(57)%10 != 2
Anim = 10900
ID = 10900
Pos = 22,-54
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Var(57)%10 = 2
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
Anim = 10935
ID = 10935
Pos = 22,-54
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 940
ID = 931
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 10930
ID = 10930
PosType = P1
Pos = 30,-60
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 932

[State -1]
Type = NotHitBy
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Var(57)%10 = 2
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
type = PlaySnd
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Var(57)%10 = 2
Trigger1 = Time = 1
value = s901, 0 + Random%2

[State -1]
Type = VarSet
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Var(57)%10 = 2
V = 55
Value = 1

[State -1]
Type = ChangeState
Trigger1 = MoveHit = 1
Trigger2 = PrevStateNo = [150,153]
Trigger2 = Var(57)%10 = 2
Trigger2 = Time = 13
Value = 933

;---------------------------------------------------------------------------
; シールドバンカー2
[Statedef 931]
Type      = S
Physics   = S
Ctrl      = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 0
Value = Var(15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 0
Value = 20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 15
Value = 0

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 10930
ID = 10930
PosType = P1
Pos = 30,-60
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901, 0+Random%2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 13
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = ChangeState
Trigger1 = Time = 1
Value = 933

;---------------------------------------------------------------------------
;シールドバンカー
[Statedef 932]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 932

[State -1]
Type = PosAdd
Trigger1 = Time = [0,1]
X = 11

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s930, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
ID = 935
PosType = P1
Pos = 64,-82
StateNo = 246
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.30
FV = 1
Value = 0.30
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 != 4
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 2
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 = 4
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 2
Attr = S, SA
Damage = Ceil(FVar(0)*(100-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 != 4
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 2
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
YAccel = .54
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(34+Var(41)-FVar(35))
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 = 4
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 2
Attr = S, SA
Damage = Ceil(FVar(0)*(100-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
YAccel = .54
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
FV = 38
Value = 3120
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-5,IfElse(Var(50)=2,-5,-6))
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;シールド成立/強化シールドバンカー
[Statedef 933]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 933

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [3,4]
X = 11

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s932, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
ID = 935
PosType = P1
Pos = 64,-82
StateNo = 246
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.30
FV = 1
Value = 0.30
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 != 4
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 3
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 != 4
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 3
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
YAccel = .54
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(34+Var(41)-FVar(35))
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 = 2
Trigger1 = Var(55) = 1
Trigger1 = AnimElem = 3
Attr = S, SA
Damage = Ceil(FVar(0)*(0-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1,-7.6
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,-1,-6),IfElse(Var(50)=1,-7.6,-2)
Down.Velocity = -6,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 930
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(40+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 = 4
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 3
Attr = S, SA
Damage = Ceil(FVar(0)*(110-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(57)%10 = 4
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 3
Attr = S, SA
Damage = Ceil(FVar(0)*(110-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, 2
GuardSound = s120, 0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2,-2*FVar(36)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-2*FVar(36),-2)
Down.Velocity = -5,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
YAccel = .54
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(30)*100), Ceil(0.85*FVar(30)*100)
GivePower = Floor(FVar(31)*100), Floor(0.50*FVar(31)*100)

[State -1]
Type = VarSet
Trigger1 = NumTarget(5600) > 0
Trigger1 = MoveHit = 1
FV = 38
Value = 3120
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-5,IfElse(Var(50)=2,-5,-6))
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; イニシアティブヒート
[Statedef 950]
Type    = U
Physics = U
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
FV = 24
Value = 16
IgnoreHitPause = 1

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = EnvShake
Trigger1 = Time = 0
Time  = 10
Ampl  = 5
Freq  = 90
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
V = 14
Value = 10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 0
V = 13
Value = 2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = PlaySnd
TriggerAll = Var(0)/100%10 = 0
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Value = s25000, 0

[State -1]
Type = LifeSet
TriggerAll = Life < FVar(9)
TriggerAll = Alive && Life > 0 && !LoseKO && RoundState = 2
TriggerAll = Var(57)%10 = 3
Trigger1 = RoundState = 2
Trigger1 = Time = 0
Value = Ceil(FVar(9))
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = NumExplod(10955) = 0
Trigger1 = Time = 0
Anim = 10955
ID = 10955
Postype = P1
Pos = 0,-115
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = StateType != A
Trigger1 = Time = 0
Anim = 10952
ID = 10952
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = StateType != A
Trigger1 = Time = 0
Anim = 10950
ID = 10950
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = StateType != A
Trigger1 = Time = 0
Anim = 10951
ID = 10951
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = NumHelper(8040) = 0
Trigger1 = Time = 0
StateNo = 8040
PosType = P1
Pos = 0, -60
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 8040

[State -1] 
Type = ChangeState
Trigger1 = Time = 0
Value = IfElse(StateType=A,51,0)

;---------------------------------------------------------------------------
;強制開放
[Statedef 960]
Type     = S
MoveType = A
Physics  = S
Anim     = 960
Ctrl     = 0
VelSet = 0,0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,20]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = NotHitBy
Trigger1 = Var(57)%10 = 4
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = EnvShake
Trigger1 = Time = 18
Time  = 25
Ampl  = 5
Freq  = 90

[State -1]
Type = PlaySnd
Trigger1 = Time = 18
Value = s960, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s960, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time = [17,37]
Time = 1
Add = 160-Var(55),160-Var(55),160-Var(55)
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [18,37]
V = 55
Value = 8

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 17
V = 14
Value = IfElse(Var(13)=0,10,60)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 17
V = 13
Value = IfElse(Var(13)=0,2,4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = PlaySnd
TriggerAll = Var(0)/100%10 = 0
Trigger1 = RoundState = 2
Trigger1 = Time = 17
Value = s25000, 0

[State -1]
Type = LifeSet
TriggerAll = Life < FVar(9)
TriggerAll = Alive && Life > 0 && !LoseKO && RoundState = 2
TriggerAll = Var(57)%10 = 3
Trigger1 = RoundState = 2
Trigger1 = Time = 17
Value = Ceil(FVar(9))
IgnoreHitPause = 1

[State -1]
Type = Explod
TriggerAll = Var(57)%10 != 3
Trigger1 = Time = 17
Anim = 10965
ID = 10965
Postype = Left
Pos = 160,0
Ownpal = 1
BindTime = -1
SprPriority = 5
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 19
Anim = 10952
ID = 10952
Postype = P1
Pos = 0,10
Vel = 1,0
Accel = .25,0
Facing = -1
Ownpal = 1
SprPriority = 3
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 19
Anim = 10950
ID = 10950
Postype = P1
Pos = 0,10
Vel = 1,0
Accel = .25,0
Facing = -1
Ownpal = 1
SprPriority = 3
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 19
Anim = 10951
ID = 10951
Postype = P1
Pos = 0,10
Vel = 1,0
Accel = .25,0
Facing = -1
Ownpal = 1
SprPriority = 3
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 21
Anim = 10952
ID = 10952
Postype = P1
Pos = 16,2
Vel = -1,0
Accel = -.25,0
Ownpal = 1
SprPriority = 3
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 21
Anim = 10950
ID = 10950
Postype = P1
Pos = 16,2
Vel = -1,0
Accel = -.25,0
Ownpal = 1
SprPriority = 3
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 21
Anim = 10951
ID = 10951
Postype = P1
Pos = 16,2
Vel = -1,0
Accel = -.25,0
Ownpal = 1
SprPriority = 3
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = Time = 16
StateNo = 8030
PosType = P1
Pos = 10, -88
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 8030

[State -1]
Type = Helper
Trigger1 = Time = 21
StateNo = 10960
ID = 10960
Postype = P1
Pos = 10,-88
Ownpal = 1
SprPriority = 5
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [25,37]
Anim = 10952
ID = 10952
Postype = P1
Pos = 0,8
Vel = 1,0
Accel = .25,0
Facing = -1
Ownpal = 1
SprPriority = 3
Persistent = 6
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [25,37]
Anim = 10950
ID = 10950
Postype = P1
Pos = 0,8
Vel = 1,0
Accel = .25,0
Facing = -1
Ownpal = 1
SprPriority = 3
Persistent = 6
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [25,37]
Anim = 10951
ID = 10951
Postype = P1
Pos = 0,8
Vel = 1,0
Accel = .25,0
Facing = -1
Ownpal = 1
SprPriority = 3
Persistent = 6
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [25,37]
Anim = 10952
ID = 10952
Postype = P1
Pos = 16,8
Vel = -1,0
Accel = -.25,0
Ownpal = 1
SprPriority = 3
Persistent = 6
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [25,37]
Anim = 10950
ID = 10950
Postype = P1
Pos = 16,8
Vel = -1,0
Accel = -.25,0
Ownpal = 1
SprPriority = 3
Persistent = 6
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [25,37]
Anim = 10951
ID = 10951
Postype = P1
Pos = 16,8
Vel = -1,0
Accel = -.25,0
Ownpal = 1
SprPriority = 3
Persistent = 6
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = Time = 18
Attr = S, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 6+Var(41)
SparkNo = -1
Guard.SparkNo = -1
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3,-3
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
Fall.XVelocity = 0
P2Facing = 1
Kill = 0
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)
P2StateNo = 5600
ID = 5600

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = Time = 18
Attr = S, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 6+Var(41)
SparkNo = -1
Guard.SparkNo = -1
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-3*FVar(36),-2)
Down.Velocity = -6,-2
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -4*Var(50)
Down.CornerPush.VelOff = -8
Fall.XVelocity = 0
YAccel = .54
Kill = 0
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)
ID = 960

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;空中強制開放
[Statedef 970]
Type     = A
MoveType = A
Physics  = A
Anim     = 970
Ctrl     = 0
VelSet = 0,0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,12]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = NotHitBy
Trigger1 = Var(57)%10 = 4
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 14

[State -1]
Type = EnvShake
Trigger1 = Time = 10
Time  = 25
Ampl  = 5
Freq  = 90

[State -1]
Type = PlaySnd
Trigger1 = Time = 10
Value = s960, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s960, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time = [9,29]
Time = 1
Add = 160-Var(55),160-Var(55),160-Var(55)
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [10,29]
V = 55
Value = 8

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 9
V = 14
Value = IfElse(Var(13)=0,10,60)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState = 2
Trigger1 = Time = 9
V = 13
Value = IfElse(Var(13)=0,2,4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = PlaySnd
TriggerAll = Var(0)/100%10 = 0
Trigger1 = RoundState = 2
Trigger1 = Time = 9
Value = s25000, 0

[State -1]
Type = VelSet
Trigger1 = Time <= 30
Y = 0

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = Time = 4
StateNo = 8040
PosType = P1
Pos = 0, -60
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 5
ID = 8040

[State -1]
Type = Explod
TriggerAll = Var(57)%10 != 3
Trigger1 = Time = 9
Anim = 10965
ID = 10965
Postype = Left
Pos = 160,0
Ownpal = 1
BindTime = -1
SprPriority = 5
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 6
Anim = 10970
ID = 10970
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = Time = 10
Attr = A, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 6+Var(41)
SparkNo = -1
Guard.SparkNo = -1
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3,-3
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
Fall.XVelocity = 0
P2Facing = 1
Kill = 0
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)
P2StateNo = 5600
ID = 5600

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = Time = 10
Attr = A, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 6+Var(41)
SparkNo = -1
Guard.SparkNo = -1
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-3*FVar(36),-2)
Down.Velocity = -6,-2
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -4*Var(50)
Down.CornerPush.VelOff = -8
Fall.XVelocity = 0
YAccel = .54
Kill = 0
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)
ID = 970

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

;---------------------------------------------------------------------------
; C昇雷賛美
[Statedef 2000]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2000
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 2
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 2
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,34]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = 7,-48
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 2005
PosType = P1
Pos = 5,-56
Anim = 2005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 2
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 2
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = Explod
Trigger1 = AnimElem = 2, = 30
Anim = 10048
ID = 10048
Postype = P1
Pos = -30,8
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 2, = 30
Anim = 10046
ID = 10046
Postype = P1
Pos = -30,8
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 2, = 30
Anim = 10047
ID = 10047
Postype = P1
Pos = -30,8
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s2000, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 31
ID = 2015
PosType = P1
Pos = -8,0
Anim = 2015
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 4
Trigger3 = AnimElem = 5
Trigger4 = AnimElem = 6
Trigger5 = AnimElem = 7
Trigger6 = AnimElem = 8
Trigger7 = AnimElem = 9
Trigger8 = AnimElem = 10
Trigger9 = AnimElem = 11
Trigger10 = AnimElem = 12
Trigger11 = AnimElem = 13
Trigger12 = AnimElem = 14
Trigger13 = AnimElem = 15
Value = s1005, 0
Channel = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [0,1]
Trigger2 = Time = [31,32]
X = 1
Persistent = 1

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3
X = 4.5

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3, = 1
X = 4.5
Y = -10

[State -1]
Type = VelAdd
Trigger1 = AnimElem = 3, >= 1
Y = -.2

[State -1]
Type = VelSet
Trigger1 = AnimElem = 15
X = 0.6

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 3, = 1
StateType = A
IgnoreHitPause = 1

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 3, = 1
Physics = A
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(57)/100%10 != 3
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 5
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 9
Trigger5 = AnimElem = 11
Trigger6 = AnimElem = 13
Attr = A, SA
AnimType  = Up
Damage    = Ceil(FVar(0)*(40-Var(4)%2)),Ceil(FVar(1)*4)
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 3,3+Var(41)
Guard.PauseTime = 3,3
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = 0,-11.5*FVar(36)
Guard.Velocity = -6
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-11.5*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
YAccel = .54
ID = 2000
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(29+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(57)/100%10 = 3
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 5
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 9
Trigger5 = AnimElem = 11
Trigger6 = AnimElem = 13
Attr = A, SA
AnimType  = Up
Damage    = Ceil(FVar(0)*(35-Var(4)%2)),Ceil(FVar(1)*3)
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 3,3+Var(41)
Guard.PauseTime = 3,3
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = 0,-11.5*FVar(36)
Guard.Velocity = -6
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-11.5*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
YAccel = .54
ID = 2000
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(29+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(57)/100%10 != 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 15
Attr = A, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = M
Priority = 4, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5*Var(50),-8.4*FVar(36)
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 8
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(57)/100%10 != 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 15
Attr = A, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = M
Priority = 4, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5*Var(50),-8.4*FVar(36)
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 8
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
YAccel = .54
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(32+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(57)/100%10 = 3
Trigger1 = AnimElem = 15
Attr = A, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(35-Var(4)%2)),Ceil(FVar(1)*3)
HitFlag = MAFD
GuardFlag = M
Priority = 4, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5*Var(50),-8.4*FVar(36)
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 8
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
YAccel = .54
ID = 2001
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(32+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = VarSet
Trigger1 = AnimElem = 15 , >= 0
Trigger1 = MoveHit = 1
FV = 38
Value = 3120
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-4.5,IfElse(Var(50)=2,-5,-4.5))
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = P2StateType = S || P2StateType = C
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveGuarded = 1
FV = 25
Value = -7
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = NumTarget(2001) > 0
Trigger1 = Target(2001),StateNo != [120,159]
Trigger1 = Time = 63
Trigger1 = Var(57)/100%10 = 3
Value = 1003
Ctrl = 0

;---------------------------------------------------------------------------
; C空中昇雷賛美
[Statedef 2050]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2000
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 2
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 2
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,34]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = 7,-46
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 2005
PosType = P1
Pos = 5,-56
Anim = 2005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 2
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 2
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s2000, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 31
ID = 2015
PosType = P1
Pos = -8,0
Anim = 2015
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 4
Trigger3 = AnimElem = 5
Trigger4 = AnimElem = 6
Trigger5 = AnimElem = 7
Trigger6 = AnimElem = 8
Trigger7 = AnimElem = 9
Trigger8 = AnimElem = 10
Trigger9 = AnimElem = 11
Trigger10 = AnimElem = 12
Trigger11 = AnimElem = 13
Trigger12 = AnimElem = 14
Trigger13 = AnimElem = 15
Value = s1005, 0
Channel = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [0,1]
Trigger2 = Time = [31,32]
X = 1
Persistent = 1

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3
X = 4.5

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3, = 1
X = 4.5
Y = -10

[State -1]
Type = VelAdd
Trigger1 = AnimElem = 3, >= 1
Y = -.18

[State -1]
Type = VelSet
Trigger1 = AnimElem = 15
X = 0.6

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 3, = 1
Physics = A
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 5
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 9
Trigger5 = AnimElem = 11
Trigger6 = AnimElem = 13
Attr = A, SA
AnimType  = Up
Damage    = Ceil(FVar(0)*(35-Var(4)%2)),Ceil(FVar(1)*3)
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 3,3+Var(41)
Guard.PauseTime = 3,3
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = 0,-11.5*FVar(36)
Guard.Velocity = -6
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-11.5*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
YAccel = .54
ID = 2000
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(29+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 15
Attr = A, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = -1.5*Var(50),-8.4*FVar(36)
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 8
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 15
Attr = A, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = -1.5*Var(50),-8.4*FVar(36)
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 8
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
YAccel = .54
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(32+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = VarSet
Trigger1 = AnimElem = 15 , >= 0
Trigger1 = MoveHit = 1
FV = 38
Value = 3120
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-4.5,IfElse(Var(50)=2,-5,-4.5))
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = P2StateType = S || P2StateType = C
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveGuarded = 1
FV = 25
Value = -7
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------------
; 雷蛇礼賛
[Statedef 2100]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2100
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 4
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 4
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = AnimElem = 4
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -33,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 4
ID = 2005
PosType = P1
Pos = -25,-70
Anim = 2005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 4
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 4
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s2100, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s1005, 0
Channel = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 6
ID = 2150
PosType = P1
Pos = 53,-46
StateNo = 2150
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; セブンス・ヘヴン(原罪)
[Statedef 2400]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2400
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 4
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 4
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = AnimElem = 4
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = 19,-26
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 4
ID = 2005
PosType = P1
Pos = 6,-48
Anim = 2005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 4
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 4
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = Explod
Trigger1 = AnimElem = 3
ID = 2405
PosType = P1
Pos = 0,0
Anim = 2405
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = 34
RemoveTime = 34
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 34
ID = 1406
PosType = Back
Pos = 127,Ceil(ScreenPos Y)
Anim = 1406
Ownpal = 1
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1
Persistent = 0
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = Time = 34
ID = 2407
PosType = P1
Pos = 0,0
Vel = 10,0
Anim = 2407
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveOnGetHit = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 5
Value = s2400, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 34
Value = s1206, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = [39,134]
Value = s2405, 0
IgnoreHitPause = 1
Persistent = 5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 143
Value = s2405, 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = [39,134]
StateNo = 2406
ID = 2406
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 0
Persistent = 5

[State -1]
Type = Helper
Trigger1 = Time = 143
StateNo = 2406
ID = 2406
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 0

[State -1]
Type = Explod
Trigger1 = Time = 167
ID = 1408
PosType = P1
Pos = 0,0
Anim = 1408
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = Time = 175
ID = 1408
PosType = P1
Pos = 0,0
Anim = 1408
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = PosSet
Trigger1 = Time = 154
X = EnemyNear(Var(3)),Pos X
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [155,157]
X = 8

[State -1]
Type = VelSet
Trigger1 = Time = [158,160]
X = 6

[State -1]
Type = VelSet
Trigger1 = Time = [161,163]
X = 4

[State -1]
Type = VelSet
Trigger1 = Time = [164,166]
X = 2

[State -1]
Type = VelSet
Trigger1 = Time = [167,169]
X = 1

[State -1]
Type = VelSet
Trigger1 = Time = 170
X = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.50
FV = 1
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time%5 = 4
Trigger1 = Time = [39,134]
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(40-Var(4)%2)),Ceil(FVar(1)*4)
HitFlag = MAFD
GuardFlag = MA
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 1,6+Var(41)
Guard.PauseTime = 1,6
HitSound   = s20,0
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = -5.5
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-12.5*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 2400
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 143
Attr = S, SA
AnimType  = Up
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
HitFlag = MAFD
GuardFlag = MA
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 1,6+Var(41)
Guard.PauseTime = 1,6
HitSound   = s20,0
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-12.5*FVar(36),-2)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-12.5*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 2401
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1 && P2StateType = A
Trigger1 = Time%5 = 4
Trigger1 = Time = [39,134]
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(40-Var(4)%2)),Ceil(FVar(1)*4)
HitFlag = MAFD
GuardFlag = MA
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 1,6+Var(41)
Guard.PauseTime = 1,6
HitSound   = s20,0
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = -5.5
Air.Velocity = IfElse(Var(50)=1,-0.5,-3),IfElse(Var(50)=1,-5*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
P2StateNo = 2410
ID = 2400
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1 && P2StateType = A
Trigger1 = Time = 143
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
HitFlag = MAFD
GuardFlag = MA
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 1,6+Var(41)
Guard.PauseTime = 1,6
HitSound   = s20,0
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = IfElse(Var(50)=1,-0.5,-3),IfElse(Var(50)=1,-5*FVar(36),-2)
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,-0.5,-3),IfElse(Var(50)=1,-5*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
P2StateNo = 2410
ID = 2401
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = EnvColor
Trigger1 = Time = [34,154]
Time = 1
Value = 0,0,0
Under = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 320
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;セブンス・ヘヴン(原罪)・相手の空中の状態
[Statedef 2410]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = VelSet
Trigger1 = Time = 7
X = -0.5
Y = -5

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5070)
Trigger1 = Time = [0,7]
Value = 5070

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5070)
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = [0,7]
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5070)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = [0,7]
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5070)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = [0,7]
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] ;これは重力これは毎フレーム事に0.4の力が加わります
Type = VelAdd
Trigger1 = Time > 7
y = .55

[State -1] 
Type = HitFallSet
Trigger1 = Vel Y > 5
Value = 1 

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 0 && Pos Y >= 0
Value = 5100 

;---------------------------------------------------------------------------
; H赫訳・鬼尾EX
[Statedef 2500]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2500
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 3
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 3
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,53]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -3,-102
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 3
ID = 2005
PosType = P1
Pos = -6,-82
Anim = 2005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 3
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 3
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s2500, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s1005, 0
Channel = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 4
ID = 2505
PosType = P1
Pos = 8,0
Anim = 2505
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = VelSet
Trigger1 = AnimElem = 5
Y = 0.5

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 10
Physics = A
IgnoreHitPause = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.75
FV = 1
Value = 0.75
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 7
Trigger3 = AnimElem = 8
Trigger4 = AnimElem = 9
Trigger5 = AnimElem = 10
Trigger6 = AnimElem = 11
Attr = A, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(40-Var(4)%2)),Ceil(FVar(1)*4)
HitFlag = MAFD
GuardFlag = MA
Priority = IfElse(Var(57)%10=4,4,3), Hit
PauseTime = 6,6+Var(41)
Guard.PauseTime = 6,6
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
AirGuard.CtrlTime = 7
Ground.Velocity = -1.5*Var(50),-8.4*FVar(36)
Guard.Velocity = -5.5
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
AirGuard.Velocity = -3,-1
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
EnvShake.Time = 6
EnvShake.Ampl = 3
EnvShake.Freq = 90
Palfx.Time = 120
Palfx.Mul =  255,255,255
Palfx.Add = -50,-50,-255
Palfx.SinAdd = 100,100,50,6
Fall.XVelocity = 0
YAccel = .54
ID = 2500
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(29+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
FV = 38
Value = 3120
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-4.5,IfElse(Var(50)=2,-5,-4.5))
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = VarSet
Trigger1 = P2StateType = S || P2StateType = C
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveGuarded = 1
FV = 25
Value = -6.5
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = (Vel Y > 0) && (Vel Y + Pos Y >= 0)
Value = 52
Ctrl = 0

;---------------------------------------------------------------------------
; 雷針・砌蝮
[Statedef 2600]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2600
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 4
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 4
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = AnimElem = 4
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -10,-82
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 4
ID = 2005
PosType = P1
Pos = 2,-88
Anim = 2005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 4
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 4
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s2600, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 44
ID = 2605
PosType = P1
Pos = 22,-153
StateNo = 2605
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 葬り大噛
[Statedef 2700]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2700
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 3
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 3
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = AnimElem = 3
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -5,-80
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 3
ID = 2005
PosType = P1
Pos = -8,-74
Anim = 2005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 3
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 3
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s2700, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 13
Value = s30, 2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 7
ID = 246
PosType = P1
Pos = -8,0
Anim = 246
Ownpal = 1
SprPriority = 5
Persistent = 0
BindTime = 10
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 12
Anim = 10108
ID = 10108
Postype = P1
Pos = -12,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 12
Anim = 10106
ID = 10106
Postype = P1
Pos = -12,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 12
Anim = 10107
ID = 10107
Postype = P1
Pos = -12,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 14
ID = 2705
PosType = P1
Pos = -8,0
Anim = 1705
Ownpal = 1
SprPriority = 5
Persistent = 0
BindTime = 10
RemoveOnGetHit = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [2,3]
X = 14

[State -1]
Type = PosAdd
Trigger1 = Time = [33,34]
X = 10

[State -1]
Type = PosAdd
Trigger1 = Time = [35,36]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = 37
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [47,48]
X = 10

[State -1]
Type = PosAdd
Trigger1 = Time = [49,50]
X = 8

[State -1]
Type = PosAdd
Trigger1 = Time = [51,52]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = [53,54]
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = [55,56]
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = 57
X = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time <= 45
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.70
FV = 1
Value = 0.70
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = Time > 45
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.80*FVar(1)
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 8
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = M
Priority = 4, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -9
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 2700
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(34+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 15
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = M
Priority = 4, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -9
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 15
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = M
Priority = 4, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -9
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(34+Var(41)-FVar(35))
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1] 
Type = VarSet
Trigger1 = EnemyNear(Var(3)),BackEdgeBodyDist <= 0 || EnemyNear(Var(3)),FrontEdgeBodyDist <= 0
Trigger1 = MoveContact = 1
FV = 25
Value = IfElse(P2StateType=A&&Var(50)=1,-4.5,IfElse(Var(50)=2,-5,-10))
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 雷蛇鬼流祭
[Statedef 2800]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2800
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 3
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 3
V = 44
Value = 30

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,102]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = 8,-52
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 3
Trigger1 = Var(13) = 0
Value = Ceil(-1000*IfElse(Var(57)%10=2,1.334,IfElse(Var(57)%10=3,1.115,1.0000)))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 3
Trigger1 = Var(13) = [1,4]
FV = 29
Value = IfElse(Var(13)=4,-500,IfElse(Var(13)=3,-1500,-1000))

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s2800, 0
Channel = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 42
Trigger2 = Time = 50
Trigger3 = Time = 58
Trigger4 = Time = 66
Trigger5 = Time = 74
Value = s1206, 0
Channel = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 42
ID = 2805
PosType = P1
Pos = 40,0
StateNo = 2805
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 50
ID = 2806
PosType = P1
Pos = 0,0
StateNo = 2805
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 58
ID = 2807
PosType = P1
Pos = -40,0
StateNo = 2805
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 66
ID = 2808
PosType = P1
Pos = 40,0
StateNo = 2805
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 74
ID = 2809
PosType = P1
Pos = -40,0
StateNo = 2805
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 天の崩雷
[Statedef 3000]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3000
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
Trigger2 = AnimTime = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Var(13) = 4
V = 55
Value = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = [4,40]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 4
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 4
V = 44
Value = 30

[State -1]
Type = Helper
Trigger1 = Var(55) = 0
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 10002
Name = "EX_Effect"
Pos = -33,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Var(55) = 1
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 10012
Name = "EX_Effect"
Pos = -33,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = AnimElem = 4
Trigger1 = Var(13) = [1,4]
FV = 29
Value = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 6
StateNo = 3005
ID = 3005
PosType = P1
Pos = -26,-42
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(55) = 0
Trigger1 = AnimElem = 6
Attr = S, HP
AnimType  = Hard
Damage    = 0
HitFlag = MAFD
GuardFlag = M
Priority = 2, Dodge
PauseTime = 1,10
Guard.PauseTime = 1,10
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -9
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 3000
P1StateNo = 3001
P2StateNo = 3010
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(55) = 1
Trigger1 = AnimElem = 6
Attr = S, HP
AnimType  = Hard
Damage    = 0
HitFlag = MAFD
GuardFlag = M
Priority = 2, Dodge
PauseTime = 1,10
Guard.PauseTime = 1,10
HitSound   = s10,5
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -9
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
EnvShake.Time = 10
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .54
ID = 3000
P1StateNo = 3050
P2StateNo = 3051
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 320
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 天の崩雷
[Statedef 3001]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3001
SprPriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = FVar(1) > 0.50
FV = 1
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s3001, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 220
Value = s3001, 1
Channel = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s3005, 0
Channel = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 265
Value = s3005, 1
Channel = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 3015
PosType = P1
Pos = 0,0
Scale = 0.80,0.80
Anim = 3015
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1
BindTime = -1
RemoveTime = 281
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 3016
PosType = P2
Pos = 0,0
Scale = 0.80,0.80
Anim = 3016
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = 281
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = [0,240]
StateNo = 3007
ID = 3007
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 30
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 130
StateNo = 3018
ID = 3018
PosType = Left
Pos = 160,240
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 267
StateNo = 3023
ID = 3023
PosType = Left
Pos = 160,240
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosSet
Trigger1 = Time <= 288
X = 80*Facing-Ceil(ScreenPos X-Pos X)*Facing

[State -1]
Type = TargetBind
Trigger1 = Time = [1,209]
Pos = 160-Floor(Time*0.38), 0-Floor(Time*0.48)

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = 274
Value = -Ceil(FVar(0)*(700-Var(4)%2))

[State -1]
Type = TargetPowerAdd
Trigger1 = Time = 274
Value = Floor(FVar(31)*38)

[State -1]
Type = TargetState
Trigger1 = Time = 290
Value = 3011

[State -1] 
Type = ChangeAnim
Trigger1 = Anim = 3001
Trigger1 = Time = 250
Value = 3002

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1]
Type = ScreenBound
Trigger1 = Time <= 288
Value = 1
MoveCamera = 0,0

[State -1]
Type = AllPalFX
Trigger1 = Time = [0,9]
Add = 256-Time*25,256-Time*25,256-Time*25
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = [278,287]
Add = 0+(Time-278)*10,0+(Time-278)*10,0+(Time-278)*10
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = 288
Add = 256,256,256
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = [289,298]
Add = 100-(Time-289)*10,100-(Time-289)*10,100-(Time-289)*10
Time = 1
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = Time = 289
FV = 38
Value = 3120
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AngleDraw
Trigger1 = Time = [1,288]
Scale = 0.80,0.80

[State -1]
Type = AngleSet
Trigger1 = Time = 1
Value = 0

[State -1]
Type = EnvColor
Trigger1 = Time <= 288
Time = 1
Value = 0,0,0
Under = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeState
Trigger1 = Anim = 3002
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;天の崩雷・投げられている相手
[Statedef 3010]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State -1]
Type = AngleDraw
Trigger1 = Time = [1,288]
Scale = 0.80,0.80

[State -1]
Type = AngleSet
Trigger1 = Time = 1
Value = 0

[State -1]
Type = PosAdd
Trigger1 = Time = 289
Y = -40

[State -1]
Type = PalFX
Trigger1 = Time >= 289
Time = 120
Mul =  255,255,255
Add = -50,-50,-255
SinAdd = 100,100,50,6
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 831

[State -1]
Type = ScreenBound
Trigger1 = Time = [1,288]
Value = 1
MoveCamera = 0,0

[State -1] 
Type = SelfState
Trigger1 = Time > 290
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
;天の崩雷・相手の空中の状態
[Statedef 3011]
Type    = A
MoveType= H
Physics = N
VelSet = 0,-2.5

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time = 0
Time = 120
Mul =  255,255,255
Add = -50,-50,-255
SinAdd = 100,100,50,6
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5070)
Trigger1 = Time = 0
Value = 5070

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5070)
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5070)
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5070)
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 1

[State -1]
Type = VelAdd
Trigger1 = 1
y = .48

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

;---------------------------------------------------------------------------
; 天の崩雷AAD
[Statedef 3050]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3001
SprPriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 5
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 6
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = 281
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = FVar(1) > 0.50
FV = 1
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s3001, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 205
Value = s3050, 0
Channel = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s3005, 0
Channel = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 265
Value = s3005, 1
Channel = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 293
Value = s3005, 1
Channel = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 3015
PosType = P1
Pos = 0,0
Scale = 0.80,0.80
Anim = 3015
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1
BindTime = -1
RemoveTime = 317
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 3016
PosType = P2
Pos = 0,0
Scale = 0.80,0.80
Anim = 3016
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = 317
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = [0,240]
StateNo = 3007
ID = 3007
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 40
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 130
StateNo = 3018
ID = 3018
PosType = Left
Pos = 160,240
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 267
StateNo = 3023
ID = 3023
PosType = Left
Pos = 160,240
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 287
StateNo = 3073
ID = 3073
PosType = Left
Pos = 160,240
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 293
StateNo = 3073
ID = 3074
PosType = Left
Pos = 160,240
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 20
StateNo = 3060
ID = 3060
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 20
StateNo = 3061
ID = 3061
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 70
StateNo = 3062
ID = 3062
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 70
StateNo = 3063
ID = 3063
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 120
StateNo = 3064
ID = 3064
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 120
StateNo = 3065
ID = 3065
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 170
StateNo = 3066
ID = 3066
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 170
StateNo = 3067
ID = 3067
PosType = Left
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosSet
Trigger1 = Time <= 315
X = 80*Facing-Ceil(ScreenPos X-Pos X)*Facing

[State -1]
Type = TargetBind
Trigger1 = Time = [1,209]
Pos = 160-Floor(Time*0.38), 0-Floor(Time*0.48)

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = 274
Value = -Ceil(FVar(0)*(800-Var(4)%2))

[State -1]
Type = TargetPowerAdd
Trigger1 = Time = 274
Value = Floor(FVar(31)*38)

[State -1]
Type = TargetState
Trigger1 = Time = 323
Value = 3011

[State -1] 
Type = ChangeAnim
Trigger1 = Anim = 3001
Trigger1 = Time = 250
Value = 3003

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1]
Type = ScreenBound
Trigger1 = Time <= 315
Value = 1
MoveCamera = 0,0

[State -1]
Type = AllPalFX
Trigger1 = Time = [0,9]
Add = 256-Time*25,256-Time*25,256-Time*25
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = [305,314]
Add = 0+(Time-305)*10,0+(Time-305)*10,0+(Time-305)*10
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = 315
Add = 256,256,256
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = [316,325]
Add = 100-(Time-316)*10,100-(Time-316)*10,100-(Time-316)*10
Time = 1
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = Time = 316
FV = 38
Value = 3120
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AngleDraw
Trigger1 = Time = [1,315]
Scale = 0.80,0.80

[State -1]
Type = AngleSet
Trigger1 = Time = 1
Value = 0

[State -1]
Type = EnvColor
Trigger1 = Time <= 315
Time = 1
Value = 0,0,0
Under = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeState
Trigger1 = Anim = 3003
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;天の崩雷AAD・投げられている相手
[Statedef 3051]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State -1]
Type = AngleDraw
Trigger1 = Time = [1,315]
Scale = 0.80,0.80

[State -1]
Type = AngleSet
Trigger1 = Time = 1
Value = 0

[State -1]
Type = PosAdd
Trigger1 = Time = 316
Y = -40

[State -1]
Type = PalFX
Trigger1 = Time >= 316
Time = 120
Mul =  255,255,255
Add = -50,-50,-255
SinAdd = 100,100,50,6
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 831

[State -1]
Type = ScreenBound
Trigger1 = Time = [1,315]
Value = 1
MoveCamera = 0,0

[State -1] 
Type = SelfState
Trigger1 = Time > 325
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
; 空洞航路・十七転生
[Statedef 3100]
Type    = S
MoveType = A
Physics = S
Anim    = 3100
Ctrl    = 0
VelSet  = 0,0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = AnimElem = 3
V = 44
Value = 30

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 3
Anim = -1
Time = 60
MoveTime = 60
P2DefMul = 1
Darken = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6010
ID = 10011
Name = "EX_Effect"
Pos = 10,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = AnimElem = 3
Trigger1 = Var(13) = [1,4]
FV = 29
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = MoveHit = 1
Value = s3100, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 5
Attr = S, HA
AnimType  = Hard
Damage    = 0
HitFlag = MAFD
GuardFlag = 
Priority = 4, Hit
PauseTime = 1,1
Guard.PauseTime = 1,1
HitSound   = -1
GuardSound = -1
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -9
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2*FVar(36),-2)
Down.Velocity = -3,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall.XVelocity = 0
YAccel = .54
ID = 3100
P2StateNo = 3120
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Floor(FVar(31)*38), Floor(0.50*FVar(31)*38)

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1]
Type = AllPalFX
Trigger1 = MoveHit = [0,29]
Add = 6+MoveHit*8,6+MoveHit*8,6+MoveHit*8
Time = 1
IgnoreHitPause = 1

[State -1]
Type = EnvColor
Trigger1 = MoveHit
Time = 1
Value = 0,0,0
Under = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = NumTarget(3100) > 0
Value = s3105, 0
Channel = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = NumTarget(3100) > 0
Trigger1 = AnimElem = 14
Value = 3101
Ctrl = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 空洞航路・十七転生2
[Statedef 3101]
Type    = S
MoveType = A
Physics = S
Anim    = 3101
Ctrl    = 0
VelSet  = 0,0

[State -1] 
Type = VarSet
Trigger1 = Time = 0
Trigger2 = Time = 260
FV = 28
Value = 0

[State -1] 
Type = VarSet
Trigger1 = Time = 0
FV = 28
Value = IfElse(Target,Const(Size.Head.Pos.Y)>-60,0,IfElse((Target,Const(Size.Head.Pos.Y)=[-80,-60]),1,2))

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 80
Value = s3100, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AllPalFX
Trigger1 = Time = [0,29]
Add = 256-Time*8,256-Time*8,256-Time*8
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = [250,259]
Add = 256,256,256
Time = 1
IgnoreHitPause = 1

[State -1]
Type = AllPalFX
Trigger1 = Time = [260,289]
Add = 256-(Time-260)*8,256-(Time-260)*8,256-(Time-260)*8
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 2
ID = 3105
PosType = Back
Pos = 160,240
Scale = 0.5,0.5
Anim = 3105
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
BindTime = -1
RemoveTime = 118
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 120
ID = 3106
PosType = Back
Pos = 160,240
Scale = 0.5,0.5
Anim = 3106
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 80
ID = 3107
PosType = P1
Pos = 0,0
Scale = 0.5,0.5
Anim = 3107
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 1
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 80
ID = 3108
PosType = Back
Pos = 152,240
Scale = 0.5,0.5
Anim = 3108
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 230
ID = 3109
PosType = Back
Pos = 161,240
Scale = 0.5,0.5
Anim = 3109
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1
BindTime = -1
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 200
StateNo = 3110
ID = 3110
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 230
Value = s3105, 1
Channel = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 260
Value = s3100, 2
Channel = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetBind
Trigger1 = Time <= 259
Pos = 40,IfElse(FVar(28)=0,-70,IfElse(FVar(28)=1,-60,-40))

[State -1]
Type = TargetBind
Trigger1 = Time = 260
Pos = 40,-260

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = 200
Value = IfElse(Var(57)%10=4,-1000,-500)

[State -1]
Type = LifeSet
Trigger1 = Time = 200
Value =  Ceil(FVar(9))

[State -1]
Type = TargetState
Trigger1 = Time = 260
Value = 3021

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1]
Type = EnvColor
Trigger1 = Time = [1,250]
Time = 1
Value = 0,0,0
Under = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Anim = 3101
Trigger1 = Time = 260
Value = 3102

[State -1]
Type = ChangeState
Trigger1 = Anim = 3102
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;空洞航路・十七転生・投げられている相手
[Statedef 3120]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State -1]
Type = ChangeAnim2
Trigger1 = Time = 1
Value = 3120

[State -1]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 0,0

[State -1] 
Type = SelfState
Trigger1 = Time > 260
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
;空洞航路・十七転生・相手の空中の状態
[Statedef 3021]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5070)
Trigger1 = Time = 0
Value = 5070

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5070)
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5070)
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5070)
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 1

[State -1]
Type = VelAdd
Trigger1 = 1
y = .55

[State -1]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 0,0

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100
