
[Data]
life = 1000
attack = 100
defence = 100
power = 5000
fall.defence_up = 50
liedown.time = 30
airjuggle = 666
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 59
FloatPersistIndex = 40

[Size]
xscale = 0.5         
yscale = 0.5  
ground.front = 15          
ground.back = 16   
air.front = 11  
air.back = 12           
height = 60       
attack.dist = 150    
proj.attack.dist = 180
proj.doscale = 0     
head.pos = 10,-100
mid.pos = 0,-70
shadowoffset = 0     
draw.offset = 0,0    

[Velocity]
walk.fwd  = 3.2
walk.back = -3.0
run.fwd  = 7,55 
run.back = -8.8,-5.8
jump.neu = 0,-8.55
jump.back = -3.05,-3
jump.fwd = 3.05
runjump.back = -3.55
runjump.fwd = 3.85     

[Movement]
yaccel = .58
stand.friction = .82 
crouch.friction = .82 

;---------------------------------------------------------------------------
;var(1) =　汎用ランダム変数
;var(2) =　先行入力受付
;var(3) =　大ジャンプ判定
;var(4) =　小ジャンプ判定
;var(5) =　ＣＨダメージ
;var(6) =　半数補正
;var(7) =　特殊勝利
;var(8) =　Ｆａｃｉｎｇ
;var(9) =　空中ＨＩＴ制限
;var(10) =　カウンターヒット判定
;var(11) =　カウンターヒットフラグ
;var(12) =　チェーンドライブ距離
;var(13) =　空中敵ぶつかり判定
;var(14) =　Ａｉｒ.ＣｏｎｅｒＰｕｓｈ
;var(15) =　リバサ大ジャンプ判定
;var(16) =　空中やられ復帰フラグ
;var(17) =　ＳＣ判定

;var(22) =　ガードクラッシュ

;var(42) =　起き攻めアイン
;var(43) =　下段学習２
;var(44) =　下段学習１
;var(45) =　中段学習２
;var(46) =　中段学習１
;var(47) =　ステージ幅
;var(48) =　ヒット確認
;var(49) =　小足対空成否
;var(50) =　敵速度補正
;var(51) =　速度補正
;var(52) =　敵画面端距離
;var(53) =　ＡＩ画面端測定
;var(54) =　投げ無効フラグ
;var(55) =　ＡＩ反応速度
;var(56) =　敵ヘルパー
;var(57) =　ガードヘルパー
;var(58) =　敵認識用
;var(59) =　ＡＩ判定

;fvar(1) =　ＡＩデバッグ
;fvar(2) =　半数補正後ダメージ
;fvar(3) =　P2Dist X
;fvar(4) =　P2BodyDist X
;fvar(5) =　敵摩擦係数

;Channel = 2 効果音

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

[State 190, 京]
type = ChangeState
Trigger1 = Enemy,Name = "Kyo kusanagi" 
Trigger2 = Enemy,Name = "Kusanagi Kyo"
Trigger3 = Enemy,Name = "EX-Kyo" 
Trigger4 = Enemy,Name = "cvskyo"
Trigger5 = Enemy,Name = "Kyo"
value = 183

[State 180, End]
type = ChangeState
trigger1 = Time = [0,1]
value = 181+Random%2

;---------------------------------------------------------------------------
; そのまま死ね　Or　目障りだ、失せろ
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,1+Random%2

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
flag2 = NoBarDisplay

;---------------------------------------------------------------------------
; ふんっ、下らん
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3, = 5
value = S0,3

[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4, = 1
value = S1,5

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
flag2 = NoBarDisplay

;---------------------------------------------------------------------------
; 対京勝利
[Statedef 183]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 183, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,4+Random%3

[State 183, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
flag2 = NoBarDisplay

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

[State 190, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 190, 通常イントロ]
type = ChangeState
Trigger1 = Time = [0,1]
value = 191

[State 190, End] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; ・・・・・
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 191, End] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;挑発
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
facep2 = 1

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,0

[State -2, CtrlSet]
type = CtrlSet
trigger1 = AnimElem = 11
value = 1

[State 195, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;通常技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;遠立ちＡ
[Statedef 200]
type = S
physics = S
movetype = A
poweradd = 0
ctrl = 0
anim = 200
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 4
ignorehitpause = 1
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 2
value = S2,0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,0

[State 200, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 4
attr = S,NA
damage = Ceil((6+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 3,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
guardsound = S6,0
pausetime = 7,7
guard.pausetime = 7,5
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 200

[State 200, TargetState]
type = TargetState
triggerall = NumTarget(200)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 200
ignorehitpause = 1
persistent = 0

[State 200, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 140/2,-130/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 140/2,-130/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＡ
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                                         
ctrl = 0                        
anim = 205                       
poweradd = 0                    
sprpriority = 2               

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 6
ignorehitpause = 1
persistent = 0

[State 205, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 2
value = S2,0

[State 205, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,0

[State 205, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,NA
damage = Ceil((4+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 4,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
guardsound = S6,0
pausetime = 7,7
guard.pausetime = 7,5
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 205

[State 205, TargetState]
type = TargetState
triggerall = NumTarget(205)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 205
ignorehitpause = 1
persistent = 0

[State 205, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 100/2,-150/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 205, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-150/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 205, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;遠立ちＣ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 210
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 18
ignorehitpause = 1
persistent = 0

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S2,4

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4,2

[State 210, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 5,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,10+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 210

[State 210, TargetState]
type = TargetState
triggerall = NumTarget(210)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 210
ignorehitpause = 1
persistent = 0

[State 210, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 160/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 210, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 160/2,-120/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 210, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 8

[State 210, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = -8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 210, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＣ
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 215
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 12
ignorehitpause = 1
persistent = 0

[State 215, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,4

[State 215, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,2

[State 215, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,NA
damage = Ceil((8+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,10+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 215

[State 215, TargetState]
type = TargetState
triggerall = NumTarget(215)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 215
ignorehitpause = 1
persistent = 0

[State 215, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 100/2,-180/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 215, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-180/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 215, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;遠立ちＢ
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 220
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 4
ignorehitpause = 1
persistent = 0

[State 220, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 3
value = S2,1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1

[State 220, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,NA
damage = Ceil((6+var(5))*(100-Random%11)*10/103)
animtype = Medium
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 3,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
pausetime = 7,7
guard.pausetime = 7,5
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 220

[State 220, TargetState]
type = TargetState
triggerall = NumTarget(220)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 220
ignorehitpause = 1
persistent = 0

[State 220, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 140/2,-120/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 220, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 140/2,-120/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 4

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = -4

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 220, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＢ
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 225
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 6
ignorehitpause = 1
persistent = 0

[State 225, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 3
value = S2,0

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1

[State 225, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 4
attr = S,NA
damage = Ceil((4+var(5))*(100-Random%11)*10/103)
animtype = Medium
air.animtype = Back
ground.type = Low
guardflag = L
hitflag = MAF
priority = 3,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
pausetime = 7,7
guard.pausetime = 7,5
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 225

[State 225, TargetState]
type = TargetState
triggerall = NumTarget(225)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 225
ignorehitpause = 1
persistent = 0

[State 225, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 100/2,-60/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 225, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-60/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 225, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;遠立ちＤ
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 230
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 8, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 18
ignorehitpause = 1
persistent = 0

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,2

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,3

[State 230, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,NA
damage = Ceil((12+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 6,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 230

[State 230, TargetState]
type = TargetState
triggerall = NumTarget(230)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 230
ignorehitpause = 1
persistent = 0

[State 230, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 180/2,-160/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 230, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 180/2,-160/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 230, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = 2

[State 230, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = -2

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 230, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＤ
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 235
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 22
ignorehitpause = 1
persistent = 0

[State 235, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,5

[State 235, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,3

[State 235, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 4
attr = S,NA
damage = Ceil((13+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 5,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 235

[State 235, TargetState]
type = TargetState
triggerall = NumTarget(235)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 235
ignorehitpause = 1
persistent = 0

[State 235, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 60/2,-200/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 235, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 60/2,-200/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 235, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ふっとばし
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 250
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 8, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 20
ignorehitpause = 1
persistent = 0

[State 250, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 5
value = S2,2

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4,4

[State 250, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 7
attr = S,NA
damage = Ceil((15+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,6+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 22
ground.hittime = 22
guard.ctrltime = 22
air.hittime = 60
ground.velocity = -4,-7.5
guard.velocity = -13.75
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 125,125
givepower = 15,15
fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ID = 250
p2facing = 1

[State 250, TargetState]
type = TargetState
triggerall = NumTarget(250)
trigger1 = !var(11)
trigger1 = MoveHit
trigger1 = !(Target,StateNo = [251,255))
value = 251
ID = 250
ignorehitpause = 1
persistent = 0

[State 250, TargetState]
type = TargetState
triggerall = NumTarget(250)
trigger1 = var(11)
trigger1 = MoveHit
trigger1 = !(Target,StateNo = [251,255))
value = 253
ID = 250
ignorehitpause = 1
persistent = 0

[State 250, TargetState]
type = TargetState
triggerall = NumTarget(250)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 250
ignorehitpause = 1
persistent = 0

[State 250, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 250, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 12

[State 250, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 8

[State 250, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 250, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 251]
type    = A
movetype= H
physics = N
velset = 0,0

[State 251, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 251

[State 251, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = -8
y = -4.5

[State 251, VelSet]
type = Veladd
trigger1 = AnimElem = 13, >= 0
y = .4

[State 251, End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 252

;---------------------------------------------------------------------------
[Statedef 252]
type    = L
movetype= H
physics = N
velset = -4,0

[State 252, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 252, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 252

[State 252, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 252, VelAdd]
type = Veladd
trigger1 = Time >= 0 && AnimElem = 21, < 0
x = .1

[State 252, VelSet]
type = VelSet
trigger1 = AnimElem = 21
x = 0

[State 252, MakeDust]
type = MakeDust
trigger1 = Vel X < 0
spacing = 4

[State 252, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger1 = Alive
value = 5120

[State 252, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
P2StateDef
[Statedef 253]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State -2, ScreenBound]
type = ScreenBound
trigger1 = Time > 20
value = 1
movecamera = 0,1

[State 253, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 253

[State 253, VelSet]
type = VelSet
trigger1 = Time = 10
x = -15
y = -4
persistent = 0

[State 253, VelAdd]
type = VelAdd
trigger1 = Time > 10
y = .2

[State 253, ChangeState]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
value = 254

;----------------------------------------------------------------------------
[Statedef 254]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State -2, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 254, Turn]
type = Turn
trigger1 = Time = 0

[State 254, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 254

[State 254, VelSet]
type = VelSet
trigger1 = Time = 2
x = -2.5
y = -10.5

[State 254, VelAdd]
type = VelAdd
trigger1 = Time > 2
y = .55

[State 254, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ガードキャンセルふっとばし
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 255
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 10, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State -2, Pause]
type = Pause
trigger1 = Time = 0
time = 10
movetime = 10

[State -2, EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255
time = 4
under = 1

[State -2, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8001
sprpriority = 4
removetime = -2
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
pos = 0,-160/2
postype = P1
pausemovetime = 99999

[State 255, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 10, < 0
value = SCA
time = 1

[State 255, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,5

[State 255, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,4

[State 255, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 9
attr = S,NA
damage = Ceil((3+var(5))*(100-Random%11)*10/103)
animtype = Back
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,6+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 22
ground.hittime = 22
guard.ctrltime = 22
air.hittime = 60
ground.velocity = -4,-7.5
guard.velocity = -13.75
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 0,0
givepower = 15,15
fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ID = 255
p2facing = 1

[State 255, TargetState]
type = TargetState
triggerall = NumTarget(255)
trigger1 = !var(11)
trigger1 = MoveHit
trigger1 = !(Target,StateNo = [251,255))
value = 251
ID = 255
ignorehitpause = 1
persistent = 0

[State 255, TargetState]
type = TargetState
triggerall = NumTarget(255)
trigger1 = var(11)
trigger1 = MoveHit
trigger1 = !(Target,StateNo = [251,255))
value = 253
ID = 255
ignorehitpause = 1
persistent = 0

[State 255, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 255, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 255, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = 12

[State 255, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 8

[State 255, VelSet]
type = VelSet
trigger1 = AnimElem = 14
x = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 255, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;外式・夢弾
[Statedef 260]
type = S
physics = S
movetype = A
poweradd = 0
ctrl = 0
anim = 260
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 8
ignorehitpause = 1
persistent = 0

[State 260, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 260, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,4

[State 260, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,2

[State 260, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,NA
damage = Ceil((3+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,10+Random%3
guardsound = S6,0
pausetime = 7,11
guard.pausetime = 7,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 260

[State 260, TargetState]
type = TargetState
triggerall = NumTarget(260)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 260
ignorehitpause = 1
persistent = 0

[State 260, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 160/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 260, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 160/2,-120/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 260, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 8

[State 260, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = -8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 260, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;外式・夢弾（２段目）
[Statedef 265]
type = S
physics = S
movetype = A
poweradd = 0
ctrl = 0
anim = 265
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 12
ignorehitpause = 1
persistent = 0

[State 265, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,0

[State 265, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,2

[State 265, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 4
attr = S,NA
damage = Ceil((5+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 265

[State 265, TargetState]
type = TargetState
triggerall = NumTarget(265)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 265
ignorehitpause = 1
persistent = 0

[State 265, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 160/2,-160/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 265, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 160/2,-160/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 265, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = 4

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 265, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;外式・杭
[Statedef 270]
type = S
physics = S
movetype = A
poweradd = 0
ctrl = 0
anim = 270
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 12, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 32
ignorehitpause = 1
persistent = 0

[State 270, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 270, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2,5

[State 270, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S4,2

[State 270, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 11
attr = S,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,6+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = 0
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 270

[State 270, TargetState]
type = TargetState
triggerall = NumTarget(270)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 270
ignorehitpause = 1
persistent = 0

[State 270, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 160/2,-40/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 270, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 160/2,-40/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 270, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
x = 8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 270, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;外式・杭（キャンセル）
[Statedef 275]
type = S
physics = S
movetype = A
poweradd = 0
ctrl = 0
anim = 275
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 12, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 16
ignorehitpause = 1
persistent = 0

[State 275, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 275, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2,5

[State 275, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S4,2

[State 275, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 11
attr = S,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,6+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 275

[State 275, TargetState]
type = TargetState
triggerall = NumTarget(275)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 275
ignorehitpause = 1
persistent = 0

[State 275, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 160/2,-40/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 275, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 160/2,-40/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 275, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
x = 8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 275, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;しゃがみＡ
[Statedef 400]
type = C
physics = C
movetype = A
poweradd = 0
ctrl = 0
anim = 400
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 6
ignorehitpause = 1
persistent = 0

[State 400, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 2
value = S2,0

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,0

[State 400, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = C,NA
damage = Ceil((5+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 3,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
guardsound = S6,0
pausetime = 7,7
guard.pausetime = 7,5
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 400

[State 400, TargetState]
type = TargetState
triggerall = NumTarget(400)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 400
ignorehitpause = 1
persistent = 0

[State 400, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 110/2,-110/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 400, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 110/2,-110/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;しゃがみＣ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 410
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 18
ignorehitpause = 1
persistent = 0

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,4

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,2

[State 410, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 4
attr = C,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 5,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,10+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 410

[State 410, TargetState]
type = TargetState
triggerall = NumTarget(410)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 410
ignorehitpause = 1
persistent = 0

[State 410, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 130/2,-190/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 410, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 130/2,-190/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 410, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
x = 8

[State 410, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = -8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 410, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;しゃがみＢ
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 420
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 6
ignorehitpause = 1
persistent = 0

[State 420, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 2
value = S2,0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,1

[State 420, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = C,NA
damage = Ceil((4+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = Low
guardflag = L
hitflag = MAF
priority = 4,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
pausetime = 7,7
guard.pausetime = 7,5
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 420

[State 420, TargetState]
type = TargetState
triggerall = NumTarget(420)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 420
ignorehitpause = 1
persistent = 0

[State 420, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 110/2,-20/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 420, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 110/2,-20/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 420, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;しゃがみＤ
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 24
ignorehitpause = 1
persistent = 0

[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,5

[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,3

[State 430, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = C,NA
damage = Ceil((13+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Trip
guardflag = L
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -2,-8.5
guard.velocity = -10.35
air.velocity = -2,-8.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .6
getpower = 100,100
givepower = 15,15
ID = 430

[State 430, TargetState]
type = TargetState
triggerall = NumTarget(430)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 430
ignorehitpause = 1
persistent = 0

[State 430, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 160/2,-110/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 430, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 160/2,-110/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 430, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = 5

[State 430, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = 24

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;垂直ジャンプＡ
[Statedef 600]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 6
ignorehitpause = 1
persistent = 0

[State 600, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 1
value = S2,0

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,0

[State 600, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = A,NA
damage = Ceil((5+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 5,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 600

[State 600, TargetState]
type = TargetState
triggerall = NumTarget(600)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 600
ignorehitpause = 1
persistent = 0

[State 600, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 80/2,-120/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 600, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 80/2,-120/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;斜めジャンプＡ
[Statedef 605]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 4
ignorehitpause = 1
persistent = 0

[State 605, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 1
value = S2,0

[State 605, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,0

[State 605, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = A,NA
damage = Ceil((5+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 5,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,0
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 59,59
givepower = 15,15
ID = 605

[State 605, TargetState]
type = TargetState
triggerall = NumTarget(605)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 605
ignorehitpause = 1
persistent = 0

[State 605, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 80/2,-120/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 605, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 80/2,-120/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;垂直ジャンプＣ
[Statedef 610]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 610
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 6, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 20
ignorehitpause = 1
persistent = 0

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,1

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,2

[State 610, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 5
attr = A,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,2
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 610

[State 610, TargetState]
type = TargetState
triggerall = NumTarget(610)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 610
ignorehitpause = 1
persistent = 0

[State 610, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 60/2,-50/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 610, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 60/2,-50/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;斜めジャンプＣ
[Statedef 615]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 610
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 6, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 20
ignorehitpause = 1
persistent = 0

[State 615, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,1

[State 615, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,2

[State 615, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 5
attr = A,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,2
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 615

[State 615, TargetState]
type = TargetState
triggerall = NumTarget(615)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 615
ignorehitpause = 1
persistent = 0

[State 615, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 60/2,-50/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 615, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 60/2,-50/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;垂直ジャンプＢ
[Statedef 620]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 620
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 4
ignorehitpause = 1
persistent = 0

[State 620, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 1
value = S2,0

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,1

[State 620, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = A,NA
damage = Ceil((6+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 4,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .6
getpower = 59,59
givepower = 15,15
ID = 620

[State 620, TargetState]
type = TargetState
triggerall = NumTarget(620)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 620
ignorehitpause = 1
persistent = 0

[State 620, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 120/2,-140/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 620, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-140/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;斜めジャンプＢ
[Statedef 625]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 620
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 4
ignorehitpause = 1
persistent = 0

[State 625, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 2
value = S2,0

[State 625, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,1

[State 625, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = A,NA
damage = Ceil((6+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 4,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,1
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
guard.ctrltime = 12
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .6
getpower = 59,59
givepower = 15,15
ID = 625

[State 625, TargetState]
type = TargetState
triggerall = NumTarget(625)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 625
ignorehitpause = 1
persistent = 0

[State 625, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 120/2,-140/2
sprpriority = 7
anim = 7000
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 625, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-140/2
sprpriority = 7
anim = 7100
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;垂直ジャンプＤ
[Statedef 630]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 630
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 18
ignorehitpause = 1
persistent = 0

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,1

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,3

[State 630, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil((11+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 6,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .6
getpower = 100,100
givepower = 15,15
ID = 630

[State 630, TargetState]
type = TargetState
triggerall = NumTarget(630)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 630
ignorehitpause = 1
persistent = 0

[State 630, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 630, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;斜めジャンプＤ
[Statedef 635]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 630
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 7, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 18
ignorehitpause = 1
persistent = 0

[State 635, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,1

[State 635, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,3

[State 635, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 6,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .6
getpower = 100,100
givepower = 15,15
ID = 635

[State 635, TargetState]
type = TargetState
triggerall = NumTarget(635)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 635
ignorehitpause = 1
persistent = 0

[State 635, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 635, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-120/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ジャンプふっとばし
[Statedef 640]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 640
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 6, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 28
ignorehitpause = 1
persistent = 0

[State 640, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 4
value = S2,2

[State 640, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,4

[State 640, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 5
attr = A,NA
damage = Ceil((15+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,6+Random%3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 22
ground.hittime = 22
guard.hittime = 18+((!var(4))*4)
guard.ctrltime = 18+((!var(4))*4)
air.hittime = 60
ground.velocity = -4,-7.5
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 125,125
givepower = 15,15
ID = 640
p2facing = 1

[State 640, TargetState]
type = TargetState
triggerall = NumTarget(640)
trigger1 = !var(11)
trigger1 = MoveHit
trigger1 = !(Target,StateNo = [251,255))
value = 251
ID = 640
ignorehitpause = 1
persistent = 0

[State 640, TargetState]
type = TargetState
triggerall = NumTarget(640)
trigger1 = var(11)
trigger1 = MoveHit
trigger1 = !(Target,StateNo = [251,255))
value = 253
ID = 640
ignorehitpause = 1
persistent = 0

[State 640, TargetState]
type = TargetState
triggerall = NumTarget(640)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 640
ignorehitpause = 1
persistent = 0

[State 640, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 80/2,-90/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 640, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 80/2,-90/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;外式・百合折り
[Statedef 645]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 645
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 5, >= 0
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 6
ignorehitpause = 1
persistent = 0

[State 645, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,0

[State 645, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,3

[State 645, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil((7+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
guard.ctrltime = 18
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .55
getpower = 100,100
givepower = 15,15
ID = 645

[State 645, TargetState]
type = TargetState
triggerall = NumTarget(645)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 645
ignorehitpause = 1
persistent = 0

[State 645, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = -100/2,-90/2
sprpriority = 7
anim = 7001
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 645, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = -100/2,-90/2
sprpriority = 7
anim = 7101
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;緊急回避　前
[Statedef 700]
type = S
physics = S
movetype = I
anim = 700 + (PrevStateNo = 150 || PrevStateNo = 152)*5
velset = 0,0
ctrl = 0
sprpriority = -1

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = PrevStateNo = 700
trigger1 = P2Dist X < 0

[State -2, Turn]
type = ChangeState
trigger1 = PrevStateNo = [100,101]
trigger1 = Time = 0
trigger1 = P2Dist X < 0
value = 750

[State -2, Pause]
type = Pause
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
time = 10
movetime = 10

[State -2, EnvColor]
type = EnvColor
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = 255,255,255
time = 4
under = 1

[State -2, Explod]
type = Explod
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 1
anim = 8001
sprpriority = 4
removetime = -2
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
pos = 0,-160/2
postype = P1
pausemovetime = 99999

[State -2, PowerAdd]
type = PowerAdd
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = -1000

[State 700, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 700, PlaySnd]
type = PlaySnd
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 2
value = S2,6+Random%2

[State 700, NotHitBy]
type = NotHitBy
trigger1 = PrevStateNo = 150 || PrevStateNo = 152
value = SCA
time = 1
ignorehitpause = 1

[State 700, HitBy]
type = HitBy
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 1, >= 0 && AnimElem = 7, < 0
value = SCA,AT
time = 1

[State 700, AfterImage]
type = AfterImage
trigger1 = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 2, = 1
time = 28
length = 7
palcolor = 0
palinvertall = 0
palcontrast = 0,0,0
palbright = 0,0,0
palpostbright = 0,0,0
paladd = 0, 0, 0
palmul = 1, 1, 1
framegap = 3
ignorehitpause = 1
persistent = 0

[State 700, AfterImage]
type = AfterImage
trigger1 = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 3, = 1
time = 7
length = 7
palinvertall = 0
palcontrast = 256, 256, 256
palbright = 0, 0, 0
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
FrameGap = 3
ignorehitpause = 1
persistent = 0

[State 700, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 3, >= 0 && AnimElem = 8, < 0
x = 5.5 + (PrevStateNo = [100,101])

[State 700, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 8, = 1
x = 0

[State 700, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 4, >= 0 && AnimElem = 9, < 0
x = 7

[State 700, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 9, = 1
x = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 700, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;緊急回避　後
[Statedef 750]
type = S
physics = S
movetype = I
anim = 750 + (PrevStateNo = 150 || PrevStateNo = 152)*5
velset = 0,0
ctrl = 0
sprpriority = -1

[State -2, Turn]
type = Turn
trigger1 = PrevStateNo = 700
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, Turn]
type = ChangeState
trigger1 = PrevStateNo = [100,101]
trigger1 = Time = 0
trigger1 = P2Dist X < 0
value = 700

[State -2, Pause]
type = Pause
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
time = 10
movetime = 10

[State -2, EnvColor]
type = EnvColor
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = 255,255,255
time = 4
under = 1

[State -2, Explod]
type = Explod
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
anim = 8001
sprpriority = 4
removetime = -2
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
pos = 0,-160/2
postype = P1
pausemovetime = 99999

[State -2, PowerAdd]
type = PowerAdd
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = -1000

[State 750, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 750, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,6+Random%2

[State 750, NotHitBy]
type = NotHitBy
trigger1 = PrevStateNo = 150 || PrevStateNo = 152
value = SCA
time = 1
ignorehitpause = 1

[State 750, HitBy]
type = HitBy
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 1, >= 0 && AnimElem = 9, < 0
value = SCA,AT
time = 1

[State 750, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 1, >= 0 && AnimElem = 6, < 0
x = -6.2

[State 750, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 6, = 1
x = 0

[State 750, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 2, >= 0 && AnimElem = 7, < 0
x = -9

[State 750, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 7, = 1
x = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 750, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;逆剥ぎ
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, HitDef]
type = HitDef
Triggerall = (Abs(P2BodyDist X) <= 18)
trigger1 = Time = 0
trigger1 = P2Movetype != H
attr = S, NT         
hitflag = M-         
priority = 1,Miss    
sparkno = -1
sprpriority = 1  
p2facing = 1          
p1stateno = 810      
p2stateno = 820 
guard.dist = 0
fall = 1              
fall.recover = 0
numhits = 0
ID = 800

[State 800, End]
type = ChangeState
Trigger1 = AnimTime = 0
value = 215

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 0
sprpriority = 4

[State -2, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,17

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2,8

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S5,10+Random%3

[State 810, Width]
type = Width
trigger1 = 1
edge = 60,15

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -Ceil(12*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 800

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 5, < 0
pos = 48,0
ID = 800

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
pos = 56,0
ID = 800

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 80,-7
ID = 800

[State 810, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 7
time = 1
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 810, E.Shake]
type = EnvShake
trigger1 = AnimElem = 7
Time = 5
ampl = -5
freq = 255
phase = 10

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 1
postype = P1
pos = 100/2,-120/2
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ownpal = 1
sprpriority = 7
anim = 7003
persistent = 1

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 7
postype = P1
pos = 120/2,-160/2
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ownpal = 1
sprpriority = 7
anim = 7007
persistent = 1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 810, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 820, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 820, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -5
y = -6

[State 820, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 5, >= 0
y = .5

[State 820, SelfState] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;逆逆剥ぎ
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 850, HitDef]
type = HitDef
Triggerall = (Abs(P2BodyDist X) <= 18)
trigger1 = Time = 0
trigger1 = P2Movetype != H
attr = S, NT         
hitflag = M-         
priority = 1,Miss    
sparkno = -1
sprpriority = 1  
p2facing = 1          
p1stateno = 860      
p2stateno = 870 
guard.dist = 0
fall = 1              
fall.recover = 0
numhits = 0
ID = 850

[State 800, End]
type = ChangeState
Trigger1 = AnimTime = 0
value = 235

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 0
sprpriority = -2

[State -2, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 860, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S5,17

[State 860, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S2,8

[State 860, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S5,10+Random%3

[State 860, Width]
type = Width
trigger1 = Time = 0
edge = 90,15

[State 860, Turn]
type = Turn
trigger1 = AnimElem = 9

[State 860, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 15
value = -Ceil(12*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 850

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
pos = 48,0
ID = 850

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9, >= 0 && AnimElem = 15, < 0
pos = 56,0
ID = 850

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15
pos = 80,-7
ID = 850

[State 860, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 15
time = 1
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 860, E.Shake]
type = EnvShake
trigger1 = AnimElem = 15
Time = 5
ampl = -5
freq = 255
phase = 10

[State 860, Explod]
type = Explod
trigger1 = AnimElem = 9
postype = P1
pos = 100/2,-120/2
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ownpal = 1
sprpriority = 7
anim = 7003
persistent = 1

[State 860, Explod]
type = Explod
trigger1 = AnimElem = 15
postype = P1
pos = 120/2,-160/2
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ownpal = 1
sprpriority = 7
anim = 7007
persistent = 1

[State 860, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
x = 18

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 860, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 870]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 870, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

[State 870, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 870, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 5
y = -6

[State 870, VelAdd] 
type = VelAdd
Trigger1 = AnimElem = 5, >= 0
y = .5

[State 870, SelfState] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;百四式・鵺討ち　Ａ
[Statedef 1000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1000
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = 1

[State -2. VarSet]
type = VarSet
trigger1 = AnimTime = -1
var(17) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 12
ignorehitpause = 1
persistent = 0

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 6, >= 0
value = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4,9

[State 1000, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,SA
damage = Ceil((8+var(5))*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -4,-7.5
guard.velocity = -10.35
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 125,125
givepower = 15,15
ID = 1000

[State 1000, TargetState]
type = TargetState
triggerall = NumTarget(1000)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1000
ignorehitpause = 1
persistent = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
postype = P1
pos = 0,0
sprpriority = 7
anim = 1001
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128

[State 1000, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 180/2,-180/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1000, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 150/2,-150/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 1000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1000, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;百四式・鵺討ち　Ｃ
[Statedef 1050]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1050
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = 1

[State -2. VarSet]
type = VarSet
trigger1 = AnimTime = -1
var(17) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 12
ignorehitpause = 1
persistent = 0

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 6, >= 0
value = 0

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 3, < 0
value = SCA
time = 1

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,1

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4,9

[State 1050, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 5
attr = S,SA
damage = Ceil((10+var(5))*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -4,-11
guard.velocity = -10.35
air.velocity = -4,-11
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 44+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 125,125
givepower = 15,15
ID = 1050
nochainID = 1050

[State 1050, TargetState]
type = TargetState
triggerall = NumTarget(1050)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1050
ignorehitpause = 1
persistent = 0

[State 1050, Explod]
type = Explod
trigger1 = AnimElem = 3
postype = P1
pos = 0,0
sprpriority = 7
anim = 1051
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128

[State 1050, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 180/2,-180/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1050, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 150/2,-150/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 1050, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1050, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;四百壱式・衝月　Ａ
[Statedef 1100]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1100
juggle = 15
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0


[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 10, >= 0
value = 0

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(6) = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1100)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = 1

[State -2. VarSet]
type = VarSet
trigger1 = AnimTime = -1
var(17) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = NumTarget(1100)
trigger1 = MoveGuarded
var(22) = 8
ignorehitpause = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = NumTarget(1101)
trigger1 = MoveGuarded
var(22) = Ceil((8*0.5**(var(6)))-1)
ignorehitpause = 1
persistent = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1,2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,4

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8, = 1
value = S4,10

[State 1100, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,SA
damage = Ceil((Ceil((6+var(5))*0.5**(var(6)))-1)*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,9
guardsound = S6,1
pausetime = 5,5
guard.pausetime = 5,3
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = 0,0
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 1100

[State 1100, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 9
attr = S,SA
damage = Ceil((Ceil((6+var(5))*0.5**(var(6)))-1)*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -4,-7
guard.velocity = -10.35
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 1101

[State 1100, TargetState]
type = TargetState
triggerall = NumTarget(1100)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1100
ignorehitpause = 1
persistent = 0

[State 1100, TargetState]
type = TargetState
triggerall = NumTarget(1101)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1101
ignorehitpause = 1
persistent = 0

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 8, = 2
postype = P1
pos = 0,0
sprpriority = 7
anim = 1101
ownpal = 1
bindtime = -1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128

[State 1100, Explod]
type = Explod
triggerall = NumTarget(1100)
trigger1 = MoveHit
postype = P1
pos = 100/2,-100/2
sprpriority = 7
anim = 7002
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1100, Explod]
type = Explod
triggerall = NumTarget(1101)
trigger1 = MoveHit
postype = P1
pos = 120/2,-150/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1100, Explod]
type = Explod
triggerall = NumTarget(1100)
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-100/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 1100, Explod]
type = Explod
triggerall = NumTarget(1101)
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-150/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = 24

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 9
trigger4 = AnimElem = 14
x = 8

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1100, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;四百壱式・衝月　Ｃ
[Statedef 1150]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1150
juggle = 15
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 10, >= 0
value = 0

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(6) = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1150)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = 1

[State -2. VarSet]
type = VarSet
trigger1 = AnimTime = -1
var(17) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = NumTarget(1150)
trigger1 = MoveGuarded
var(22) = 16
ignorehitpause = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = NumTarget(1151)
trigger1 = MoveGuarded
var(22) = Ceil((16*0.5**(var(6)))-1)
ignorehitpause = 1
persistent = 0

[State 1150, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1,2

[State 1150, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,4

[State 1150, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8, = 1
value = S4,10

[State 1150, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,SA
damage = Ceil((Ceil((6+var(5))*0.5**(var(6)))-1)*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,9
guardsound = S6,1
pausetime = 5,5
guard.pausetime = 5,3
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = 0,0
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 1150

[State 1150, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 9
attr = S,SA
damage = Ceil((Ceil((6+var(5))*0.5**(var(6)))-1)*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -4,-7
guard.velocity = -10.35
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 1151

[State 1150, TargetState]
type = TargetState
triggerall = NumTarget(1150)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1150
ignorehitpause = 1
persistent = 0

[State 1150, TargetState]
type = TargetState
triggerall = NumTarget(1151)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1151
ignorehitpause = 1
persistent = 0

[State 1150, Explod]
type = Explod
trigger1 = AnimElem = 8, = 2
postype = P1
pos = 0,0
sprpriority = 7
anim = 1101
ownpal = 1
bindtime = -1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128

[State 1150, Explod]
type = Explod
triggerall = NumTarget(1150)
trigger1 = MoveHit
postype = P1
pos = 100/2,-100/2
sprpriority = 7
anim = 7002
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1150, Explod]
type = Explod
triggerall = NumTarget(1151)
trigger1 = MoveHit
postype = P1
pos = 120/2,-150/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1150, Explod]
type = Explod
triggerall = NumTarget(1150)
trigger1 = MoveGuarded
postype = P1
pos = 100/2,-100/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 1150, Explod]
type = Explod
triggerall = NumTarget(1151)
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-150/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 1150, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
x = 24

[State 1150, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 14
x = 12

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1150, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;百弐拾九式・明鳥　Ｂ
[Statedef 1200]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1200
juggle = 15
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 1200, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,3
channel = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,11
channel = 2

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, < 0
x = 10

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1200, End]
type = ChangeState
triggerall = AnimElem = 3, >= 0 && AnimElem = 5, < 0
trigger1 = P2Dist X < 120
value = 1201

[State 1200, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 1201]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1201
juggle = 15
sprpriority = 2
poweradd = 0

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

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = 1

[State -2. VarSet]
type = VarSet
trigger1 = AnimTime = -1
var(17) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 18
ignorehitpause = 1
persistent = 0

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State 1201, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,4
channel = 1

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2, = 1
value = S4,12
channel = 2

[State 1201, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,SA
damage = Ceil((12+var(5))*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 1200

[State 1201, TargetState]
type = TargetState
triggerall = NumTarget(1200)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1200
ignorehitpause = 1
persistent = 0

[State 1201, Explod]
type = Explod
trigger1 = AnimElem = 1
postype = P1
pos = 0,0
sprpriority = 7
anim = 1202
ownpal = 1
bindtime = -1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128

[State 1201, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 150/2,-120/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1201, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-120/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1201, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;百弐拾九式・明鳥　Ｄ
[Statedef 1250]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1250
juggle = 15
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 1250, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,3
channel = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,11
channel = 2

[State 1250, VelSet]
type = VelSet
trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, < 0
x = 10

[State 1250, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1250, End]
type = ChangeState
triggerall = AnimElem = 3, >= 0 && AnimElem = 5, < 0
trigger1 = P2Dist X < 120
value = 1251

[State 1250, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 1251]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1251
juggle = 15
sprpriority = 2
poweradd = 0

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

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = 1

[State -2. VarSet]
type = VarSet
trigger1 = AnimTime = -1
var(17) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = MoveGuarded
var(22) = 24
ignorehitpause = 1
persistent = 0

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 4, >= 0
value = 0

[State 1251, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,4
channel = 1

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2, = 1
value = S4,12
channel = 2

[State 1251, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,SA
damage = Ceil((12+var(5))*(100-Random%11)*10/103),Ceil((1+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .5
getpower = 100,100
givepower = 15,15
ID = 1250

[State 1251, TargetState]
type = TargetState
triggerall = NumTarget(1250)
trigger1 = var(22) >= 128
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = 5910)
value = 5910
ID = 1250
ignorehitpause = 1
persistent = 0

[State 1251, Explod]
type = Explod
trigger1 = AnimElem = 1
postype = P1
pos = 0,0
sprpriority = 7
anim = 1202
ownpal = 1
bindtime = -1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128

[State 1251, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 150/2,-120/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 1251, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-120/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1251, End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弐百参式・槌椿　Ａ
[Statedef 1300]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1300
juggle = 15
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 1300, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 1300, HitDef1]
type = HitDef
triggerall = !(P2StateNo = [130,155])
trigger1 = AnimElem = 6
animtype  = Hard
attr = S,ST
hitflag = M
priority = 7,Miss
sparkno = -1
sprpriority = 1
fall = 1
fall.recover = 0
p2facing = 1
p1stateno = 1310
p2stateno = 1320
guard.dist = 0
numhits = 0
getpower = 0,0
ID = 1300

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1300, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 1310]
type    = S
movetype= A
physics = N
anim = 1310
juggle  = 8
sprpriority = 2

[State 1310, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1310, Width]
type = Width
trigger1 = 1
edge = 15,90

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,18

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1,5

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S5,6+Random%3

[State 1310, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -Ceil(8*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 1300

[State 1310, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 8, < 0
pos = 35,-150
ID = 1300

[State 1310, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8, >= 0 && AnimElem = 9, < 0
pos = -32,-145
ID = 1300

[State 1310, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9, >= 0 && AnimElem = 10, < 0
pos = -36,-130
ID = 1300

[State 1310, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
pos = 90,-80
ID = 1300

[State 1310, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
pos = 80,-5
ID = 1300

[State 1310, E.Shake]
type = EnvShake
trigger1 = AnimElem = 11
Time = 10
ampl = -10
freq = 255
phase = 10

[State 1310, Explod]
type = Explod
trigger1 = AnimElem = 1
postype = P1
pos = 80/2,-300/2
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ownpal = 1
sprpriority = 7
anim = 7004
persistent = 1

[State 1310, Explod]
type = Explod
trigger1 = AnimElem = 11
postype = P1
pos = 160/2,-10/2
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ownpal = 1
sprpriority = -7
anim = 7300
persistent = 1

[State 1310, Turn]
type = Turn
trigger1 = AnimElem = 8

[State -2, TargetDrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1310, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 1320]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 4

[State 1320, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1320

[State 1320, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 1320, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 1
y = -11

[State 1320, VelMul]
type = Null;VelMul
trigger1 = AnimElem = 5, >= 0
x = 0.95

[State 1320, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 5, >= 0
y = .48

[State 1320, SelfState] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弐百参式・槌椿　Ｃ
[Statedef 1350]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1350
juggle = 15
sprpriority = 2
poweradd = 91

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 1350, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 4, < 0
value = SCA
time = 1

[State 1350, HitBy]
type = HitBy
trigger1 = AnimElem = 4, >= 0 && AnimElem = 7, < 0
value = SCA,AA,AP
time = 1

[State 1350, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 1350, HitDef1]
type = HitDef
triggerall = !(P2StateNo = [130,155])
trigger1 = AnimElem = 6
animtype  = Hard
attr = S,ST
hitflag = M
priority = 7,Miss
sparkno = -1
sprpriority = 1
fall = 1
fall.recover = 0
p2facing = 1
p1stateno = 1310
p2stateno = 1320
guard.dist = 0
numhits = 0
getpower = 0,0
ID = 1300

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 1350, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;禁千弐百拾壱式・八稚女
[Statedef 2000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2000
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State -2, PowerAdd]
type = PowerAdd
triggerall = Time = 0
trigger1 = var(17)
value = -1000

[State -2,　Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = 17,60
postype = Left
bindtime = 28
removetime = 28
ownpal = 1
ontop = 1
scale = 0.5,0.5
ignorehitpause = 1

[State -2, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = -136,60
postype = Right
bindtime = 28
removetime = 28
ownpal = 1
ontop = 1
scale = 0.5,0.5
ignorehitpause = 1

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 6, < 0
value = SCA

[State 2000, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S8,0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,6

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S4,13

[State 2000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [2,29]
flag = NoFG

[State 2000, SuperPause]
type = SuperPause
trigger1 = Time = 2
time = 28
movetime = 28
anim = -1
darken = 0
p2defmul = 1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = Time = [2,29]
time = 2
add = 0,0,0
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 2000, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,HA
damage = 0
animtype = Hard
air.animtype = Hard
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Miss
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 0,0
guard.pausetime = 7,5
ground.hittime = 17
guard.slidetime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .55
getpower = 0,0
givepower = 15,15
ID = 2000
p2facing = 1

[State 2000, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(2000)
excludeID = 2000
keepone = 0
ignorehitpause = 1

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = NumTarget(2000)
trigger1 = MoveHit
value = SCA
time = 1
ignorehitpause = 1

[State 2000, TargetState]
type = TargetState
triggerall = NumTarget(2000)
trigger1 = MoveHit
trigger1 = Target,MoveType = H
trigger1 = !(Target,StateNo = 2020)
value = 2020
ID = 2000
ignorehitpause = 1

[State 2000, ChangeState]
type = ChangeState
triggerall = NumTarget(2000)
trigger1 = MoveHit
trigger1 = Target,StateNo = 2020
value = 2010
ignorehitpause = 1

[State 2000, ChangeState]
type = ChangeState
trigger1 = MoveGuarded 
value = 2050
ignorehitpause = 0

[State 2000, Explod]
type = Explod
trigger1 = Time = 2
anim = 8000
postype = P1
pos = 0,-160/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 2000, Explod]
type = Explod
trigger1 = Time = 2
anim = 8001
postype = P1
pos = 0,-160/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
postype = P1
pos = 0,0
sprpriority = -7
anim = 2001
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 120/2,-80/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2000, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-80/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElem = 6, >= 0 && AnimElem = 11, < 0
x = 12

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 2000, AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 12
time = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 2000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 2010]
type = S
physics = N
movetype = A
ctrl = 0
anim = 2010
velset = 0,0
sprpriority = 2

[State 2010, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2010, PosAdd]
type = PosAdd
trigger1 = AnimElem = 52
x = 24

[State 2010, Width]
type = Width
trigger1 = 1
edge = 90,30

[State 2010, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 60
value = -Ceil(24*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 2000

[State 2010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 52, < 0
pos = 64,0
ID = 2000

[State 2010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 52, >= 0 && AnimElem = 55, < 0
pos = 50,0
ID = 2000

[State 2010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 57, >= 0 && AnimElem = 58, < 0
pos = 32,-130
ID = 2000

[State 2010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 58, >= 0 && AnimElem = 59, < 0
pos = 13,-148
ID = 2000

[State 2010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 59, >= 0 && AnimElem = 60, < 0
pos = -5,-140
ID = 2000

[State 2010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 60
pos = 20,-130
ID = 2000

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S1,7
volume = 225

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 59
value = S1,8
volume = 225

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4, = 1
value = S5,1

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10, = 1
value = S5,2

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17, = 1
trigger2 = AnimElem = 25, = 1
trigger3 = AnimElem = 33, = 1
trigger4 = AnimElem = 37, = 1
trigger5 = AnimElem = 44, = 1
value = S5,10+Random%3
volume = 200

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 52
value = S5,18

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 60
value = S4,17
volume = 255

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 60, = 1
value = S5,16
volume = 255

[State 2010, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 10, = 1
trigger3 = AnimElem = 17, = 1
trigger4 = AnimElem = 25, = 1
trigger5 = AnimElem = 33, = 1
trigger6 = AnimElem = 37, = 1
trigger7 = AnimElem = 44, = 1
time = 1
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 2010, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 60
time = 5
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 2010, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 10, = 1
trigger3 = AnimElem = 17, = 1
trigger4 = AnimElem = 25, = 1
trigger5 = AnimElem = 33, = 1
trigger6 = AnimElem = 37, = 1
trigger7 = AnimElem = 44, = 1
trigger8 = AnimElem = 60, = 1
value = 1
ID = 2000

[State 2010, E.Shake]
type = EnvShake
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 10, = 1
trigger3 = AnimElem = 17, = 1
trigger4 = AnimElem = 25, = 1
trigger5 = AnimElem = 33, = 1
trigger6 = AnimElem = 37, = 1
trigger7 = AnimElem = 44, = 1
Time = 5
ampl = -5
freq = 255
phase = 10

[State 2010, E.Shake]
type = EnvShake
trigger1 = AnimElem = 60, = 1
Time = 15
ampl = -15
freq = 255
phase = 10

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 4
postype = P1
pos = 80/2,-125/2
sprpriority = 7
anim = 7002
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 10
postype = P1
pos = 140/2,-140/2
sprpriority = 7
anim = 7002
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 17
postype = P1
pos = 110/2,-150/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 25
postype = P1
pos = 120/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 33
postype = P1
pos = 130/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 37
postype = P1
pos = 140/2,-150/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 44
postype = P1
pos = 130/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 52
postype = P1
pos = 70/2,-160/2
sprpriority = 7
anim = 7004
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 58, = 24
postype = P1
pos = 0,0
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ownpal = 1
supermove = 0
sprpriority = 7
anim = 2011
persistent = 1

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 58, = 24
postype = P1
pos = 0,0
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ownpal = 1
supermove = 0
sprpriority = -7
anim = 2012
persistent = 1

[State 2010, Explod]
type = Explod
trigger1 = AnimElem = 60
postype = P1
pos = 20/2,-160/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 2010, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State -2, TargetDrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
trigger2 = AnimElem = 70
value = 1

[State 2010, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 2020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 0
value = 1

[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [2000,2100)
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 2020, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 2020, VelSet]
type = VelSet
trigger1 = AnimElem = 25
x = -8
y = -8

[State 2020, VelMul]
type = VelMul
trigger1 = AnimElem = 25, >= 0
x = 0.95

[State 2020, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 25, >= 0
y = .44

[State 2020, SelfState] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 2050]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 2050

[State 2050, VelMul]
type = VelMul
trigger1 = 1
x = 0.95

[State 2050, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 2050, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;血の暴走
[Statedef 2100]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2100
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State -2, PowerAdd]
type = PowerAdd
triggerall = Time = 0
trigger1 = var(17)
value = -1000

[State -2,　Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = 17,60
postype = Left
bindtime = 28
removetime = 28
ontop = 1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1

[State -2, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = -136,60
postype = Right
bindtime = 28
removetime = 28
ontop = 1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 10, < 0
value = SCA

[State 2100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
stateType = A
physics = N

[State 2100, Width]
type = Width
trigger1 = Time = 0
edge = 15,0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S8,1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,9

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S7,1

[State 2100, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2100, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [2,29]
flag = NoFG

[State 2100, SuperPause]
type = SuperPause
trigger1 = Time = 2
time = 28
movetime = 28
anim = -1
darken = 0
p2defmul = 1

[State 2100, BGPalFX]
type = BGPalFX
trigger1 = Time = [2,29]
time = 2
add = 0,0,0
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 2100, Explod]
type = Explod
trigger1 = Time = 2
anim = 8000
postype = P1
pos = 0,-160/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 2100, Explod]
type = Explod
trigger1 = Time = 2
anim = 8001
postype = P1
pos = 0,-160/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 2100, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 12
y = -4

[State 2100, VelAdd]
type = VelAdd
trigger1 = AnimElem = 12, > 0
y = .5

[State 2100, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2101

;---------------------------------------------------------------------------
[Statedef 2101]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2101
velset = 0,0
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 2101, Width]
type = Width
trigger1 = Time = 0
edge = 15,0

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S7,2

[State 2101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2101, HitDef1]
type = HitDef
triggerall = !(P2StateNo = [130,155])
trigger1 = Time = 0
animtype  = Hard
attr = S,HT
hitflag = M
priority = 7,Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2110
p2stateno = 2120
guard.dist = 0
numhits = 0
fall = 1
fall.recover = 0
getpower = 0,0
ID = 2100

[State 2101, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 2101, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 2110]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd = 0
anim = 2110
ctrl = 0
sprpriority = -2

[State -2, TargetState]
type = TargetState
trigger1 = AnimElem = 18
value = 2130

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
var(1) = 4
ignorehitpause = 1

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 18, >= 0 && AnimElem = 28, < 0
var(1) = -3
ignorehitpause = 1

[State 2110, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2110, Width]
type = Width
trigger1 = Time = 0
edge = 150,30

[State 2110, Width]
type = Width
trigger1 = AnimElem = 2
edge = 190,30

[State 2110, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
value = -Ceil(10*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 2100
kill = 0

[State 2110, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 18
value = -Ceil(1*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 2100
kill = 1

[State 2110, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 2110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,10
volume = 255

[State 2110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
value = S5,10+Random%3
volume = 255

[State 2110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
value = S5,13+Random%3
volume = 255

[State 2110, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 2110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 35,-150

[State 2110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 80,0

[State 2110, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
value = 1

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7006
postype = P1
pos = 70,-180/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 7006
postype = P1
pos = 80,-160/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 7007
postype = P1
pos = 50,-180/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 2110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 1, >= 0
flag = NoShadow
flag2 = NoBG

[State 2110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 1, >= 0
flag = NoBarDisplay

[State 2110, Envcolor]
type = Envcolor
trigger1 = AnimElem = 3, >= 0 && AnimElem = 7, < 0
trigger2 = AnimElem = 8, >= 0 && AnimElem = 12, < 0
trigger3 = AnimElem = 13, >= 0 && AnimElem = 17, < 0
time = 1
value = 225,5,5
under = -1

[State 2110, PalFx]
type = PalFx
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
add = -var(1),-var(1),-var(1)
time = 1

[State 2110, PalFx]
type = PalFx
triggerall = var(1) > 0
trigger1 = AnimElem = 17, >= 14
add = -var(1),-var(1),-var(1)
time = 1

[State 2110, PalFx]
type = PalFx
trigger1 = AnimElem = 2, >= 0 && AnimElem = 17, < 14
add = -256,-256,-256
time = 1

[State -2, TargetDrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 2110, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 0
value = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [2100,2200)
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2120

[State 2120, PalFx]
type = PalFx
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
add = -Ceil(Time*4),-Ceil(Time*4),-Ceil(Time*4)
time = 1

[State 2120, PalFx]
type = PalFx
trigger1 = AnimElem = 2, >= 0
add = -256,-256,-256
time = 1

[State 2120, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
[Statedef 2130]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 4

[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 0
value = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [2100,2200)
value = 5050

[State -2, ChangeAnim]
type = ChangeAnim
Triggerall = SelfAnimExist(5111)
trigger1 = Time = 0
value = 5111

[State -2, ChangeAnim]
type = ChangeAnim
Triggerall = !SelfAnimExist(5111)
trigger1 = Time = 0
value = 5110

[State 2130, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 2130, SelfState]
type = SelfState
triggerall = Alive
trigger1 = Time > 120
value = 5120

[State 2130, SelfState]
type = SelfState
triggerall = Lose
trigger1 = Time > 120
value = 5150

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ＭＡＸ禁千弐百拾壱式・八稚女
[Statedef 3000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3000
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -2000

[State -2, PowerAdd]
type = PowerAdd
triggerall = Time = 0
trigger1 = var(17)
value = -1000

[State -2,　Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = 17,60
postype = Left
bindtime = 28
removetime = 28
ownpal = 1
ontop = 1
scale = 0.5,0.5
ignorehitpause = 1

[State -2, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = -136,60
postype = Right
bindtime = 28
removetime = 28
ownpal = 1
ontop = 1
scale = 0.5,0.5
ignorehitpause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 7, < 0
value = SCA

[State 3000, Width]
type = Width
trigger1 = 1
edge = 15,0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S8,1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,12

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S4,13

[State 3000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [2,29]
flag = NoFG

[State 3000, SuperPause]
type = SuperPause
trigger1 = Time = 2
time = 28
movetime = 28
anim = -1
darken = 0
p2defmul = 1

[State 3000, EnvColor]
type = EnvColor
trigger1 = Time = 2
value = 0,0,0
under = 1
time = 28

[State 3000, BGPalFX]
type = BGPalFX
trigger1 = Time >= 30
time = 2
add = 0,0,0
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3000, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,HA
damage = 0
animtype = Hard
air.animtype = Hard
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Miss
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,13
guardsound = S6,1
pausetime = 0,0
guard.pausetime = 7,5
ground.hittime = 17
guard.slidetime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .55
getpower = 0,0
givepower = 15,15
ID = 3000
p2facing = 1

[State 3000, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(3000)
excludeID = 3000
keepone = 0
ignorehitpause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = NumTarget(3000)
trigger1 = MoveHit
value = SCA
time = 1
ignorehitpause = 1

[State 3000, TargetState]
type = TargetState
triggerall = NumTarget(3000)
trigger1 = MoveHit
trigger1 = Target,MoveType = H
trigger1 = !(Target,StateNo = 3020)
value = 3020
ID = 3000
ignorehitpause = 1

[State 3000, ChangeState]
type = ChangeState
triggerall = NumTarget(3000)
trigger1 = MoveHit
trigger1 = Target,StateNo = 3020
value = 3010
ignorehitpause = 1

[State 3000, ChangeState]
type = ChangeState
trigger1 = MoveGuarded 
value = 2050
ignorehitpause = 0

[State 3000, Helper]
type = Helper
triggerall = NumHelper(9000) = 0
trigger1 = Time = 1
helpertype = Normal
name = "Back"
ID = 9000
pos = 0,-160/2
scale = 0.5,0.5
postype = P1
stateno = 9000
keyctrl = 0
ownpal = 1
persistent = 0
supermove = -1
supermovetime = 99999

[State 3000, Explod]
type = Explod
trigger1 = Time = 2
anim = 8100
postype = P1
pos = 0,-160/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 3000, Explod]
type = Explod
trigger1 = Time = 2
anim = 8101
postype = P1
pos = 0,-80/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 3000, Explod]
type = Explod
trigger1 = Time = 2
anim = 8102
postype = P1
pos = 0,-160/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
postype = P1
pos = 0,0
sprpriority = -7
anim = 2001
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1

[State 3000, Explod]
type = Explod
trigger1 = MoveHit
postype = P1
pos = 120/2,-80/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3000, Explod]
type = Explod
trigger1 = MoveGuarded
postype = P1
pos = 120/2,-80/2
sprpriority = 7
anim = 7102
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ignorehitpause = 1
persistent = 0

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 6, >= 0 && AnimElem = 11, < 0
x = 15

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
time = -1
trans = None
timegap = 3
framegap = 1
length = 4
ignorehitpause = 1
palbright = 128,3,3
palcontrast = 225,2,2
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 12
time = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 3000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 3010]
type = S
physics = N
movetype = A
ctrl = 0
anim = 3010
velset = 0,0
sprpriority = 2

[State 3010, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3010, PosAdd]
type = PosAdd
trigger1 = AnimElem = 75
x = 24

[State 3010, Width]
type = Width
trigger1 = Time = 0
edge = 90,30

[State 3010, Width]
type = Width
trigger1 = AnimElem = 75, >= 0 && AnimElem = 83, < 0
edge = 150,30

[State 3010, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 83
value = -Ceil(40*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 3000

[State 3010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 52, < 0
pos = 64,0
ID = 3000

[State 3010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 75, >= 0 && AnimElem = 78, < 0
pos = 55,0
ID = 3000

[State 3010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 80, >= 0 && AnimElem = 81, < 0
pos = 42,-160
ID = 3000

[State 3010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 81, >= 0 && AnimElem = 82, < 0
pos = 18,-183
ID = 3000

[State 3010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 82, >= 0 && AnimElem = 83, < 0
pos = -5,-175
ID = 3000

[State 3010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 83
pos = 20,-130
ID = 3000

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 32
value = S1,7
volume = 225

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 81
value = S1,11
volume = -225

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 83
value = S1,8
volume = 225
channel = 1

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 9, = 1
trigger3 = AnimElem = 15, = 1
value = S5,6+Random%4

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 22, = 1
trigger2 = AnimElem = 30, = 1
trigger3 = AnimElem = 38, = 1
trigger4 = AnimElem = 42, = 1
trigger5 = AnimElem = 49, = 1
value = S5,10+Random%3
volume = 255

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 75
value = S5,18
channel = 2

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 52
trigger2 = AnimElem = 59
trigger3 = AnimElem = 67
value = S5,16
volume = 255
channel = 2

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 83
value = S4,17
volume = 255

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 83
value = S5,16
volume = 255

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 75, >= 0 && AnimElem = 83, < 0
flag = NoShadow
flag2 = NoBG

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 75, >= 0 && AnimElem = 83, < 0
flag = NoBarDisplay

[State 3010, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 83, < 0
time = 2
add = 0,0,0
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3010, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 83, >= 0
time = 2
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 3010, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 9, = 1
trigger3 = AnimElem = 15, = 1
trigger4 = AnimElem = 22, = 1
trigger5 = AnimElem = 30, = 1
trigger6 = AnimElem = 38, = 1
trigger7 = AnimElem = 42, = 1
trigger8 = AnimElem = 49, = 1
trigger9 = AnimElem = 52, = 1
trigger10 = AnimElem = 59, = 1
trigger11 = AnimElem = 67, = 1
time = 1
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 3010, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 9, = 1
trigger3 = AnimElem = 15, = 1
trigger4 = AnimElem = 22, = 1
trigger5 = AnimElem = 30, = 1
trigger6 = AnimElem = 38, = 1
trigger7 = AnimElem = 42, = 1
trigger8 = AnimElem = 49, = 1
trigger9 = AnimElem = 52, = 1
trigger10 = AnimElem = 59, = 1
trigger11 = AnimElem = 67, = 1
trigger12 = AnimElem = 83, = 1
value = 1
ID = 3000

[State 3010, E.Shake]
type = EnvShake
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 9, = 1
trigger3 = AnimElem = 15, = 1
trigger4 = AnimElem = 22, = 1
trigger5 = AnimElem = 30, = 1
trigger6 = AnimElem = 38, = 1
trigger7 = AnimElem = 42, = 1
trigger8 = AnimElem = 49, = 1
Time = 5
ampl = -5
freq = 255
phase = 10

[State 3010, E.Shake]
type = EnvShake
trigger1 = AnimElem = 52
trigger2 = AnimElem = 59
trigger3 = AnimElem = 67
Time = 10
ampl = -30
freq = 255
phase = 10

[State 3010, E.Shake]
type = EnvShake
trigger1 = AnimElem = 83, = 1
Time = 30
ampl = -30
freq = 255
phase = 10

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 4
postype = P1
pos = 80/2,-125/2
sprpriority = 7
anim = 7002
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 9
postype = P1
pos = 80/2,-125/2
sprpriority = 7
anim = 7002
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 15
postype = P1
pos = 140/2,-140/2
sprpriority = 7
anim = 7002
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 22
postype = P1
pos = 110/2,-150/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 30
postype = P1
pos = 120/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 38
postype = P1
pos = 130/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 42
postype = P1
pos = 140/2,-150/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 49
postype = P1
pos = 100/2,-180/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 52
postype = P1
pos = 160/2,-200/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 59
postype = P1
pos = 160/2,-160/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 67
postype = P1
pos = 130/2,-120/2
sprpriority = 7
anim = 7006
ontop = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 75
postype = P1
pos = 90/2,-190/2
sprpriority = 7
anim = 7004
ontop = 1
ownpal = 1
scale = 0.625,0.625
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 81, = 75
postype = P1
pos = 0,0
scale = 0.625,0.625
trans = AddAlpha
alpha = 256,128
ownpal = 1
supermove = 0
sprpriority = 7
anim = 2011
persistent = 1

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 81, = 75
postype = P1
pos = 0,0
scale = 0.625,0.625
trans = AddAlpha
alpha = 256,128
ownpal = 1
supermove = 0
sprpriority = -7
anim = 2012
persistent = 1

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 85
postype = P1
pos = 20/2,-160/2
sprpriority = 7
anim = 7007
ontop = 1
ownpal = 1
scale = 0.625,0.625
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
persistent = 0

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 52, >= 0 && AnimElem = 53, < 0
trigger2 = AnimElem = 59, >= 0 && AnimElem = 60, < 0
trigger3 = AnimElem = 67, >= 0 && AnimElem = 68, < 0
trigger4 = AnimElem = 75, >= 0 && AnimElem = 89, < 0
scale = 1.25,1.25

[State 3010, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State -2, TargetDrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
trigger2 = AnimElem = 93
value = 1

[State 3010, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 0
value = 1

[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [3000,3100)
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 3020, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 3020, AngleDraw]
type = AngleDraw
trigger1 = Time = [101,106]
trigger2 = Time = [119,124]
trigger3 = Time = [139,144]
scale = 1.25,1.25

[State 3020, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 27, >= 0 && AnimElem = 37, < 0
scale = 1.25,1.25

[State 3020, VelSet]
type = VelSet
trigger1 = AnimElem = 33
x = -8
y = -4

[State 3020, VelMul]
type = VelMul
trigger1 = AnimElem = 33, >= 0
x = 0.95

[State 3020, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 33, >= 0
y = .44

[State 3020, SelfState] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ＭＡＸ血の暴走 
[Statedef 3100]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3100
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -2000

[State -2, PowerAdd]
type = PowerAdd
triggerall = Time = 0
trigger1 = var(17)
value = -1000

[State -2,　Explod]
type = Explod
triggerall = TeamSide = 1
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = 17,60
postype = Left
bindtime = 28
removetime = 28
ontop = 1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1

[State -2, Explod]
type = Explod
triggerall = TeamSide = 2
triggerall = NumExplod(7600) = 0
triggerall = Time = 0
trigger1 = var(17)
anim = 7600
ID = 7600
pos = -136,60
postype = Right
bindtime = 28
removetime = 28
ontop = 1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
stateType = A
physics = N

[State 3100, Width]
type = Width
trigger1 = Time = 0
edge = 15,0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S8,1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,9

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S7,1

[State 3100, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [2,29]
flag = NoFG

[State 3100, SuperPause]
type = SuperPause
trigger1 = Time = 2
time = 28
movetime = 28
anim = -1
darken = 0
p2defmul = 1

[State 3100, EnvColor]
type = EnvColor
trigger1 = Time = 2
value = 0,0,0
under = 1
time = 28

[State 3100, BGPalFX]
type = BGPalFX
trigger1 = Time >= 30
time = 2
add = 0,0,0
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3100, Helper]
type = Helper
triggerall = NumHelper(9000) = 0
trigger1 = Time = 1
helpertype = Normal
name = "Back"
ID = 9000
pos = 0,-160/2
scale = 0.5,0.5
postype = P1
stateno = 9000
keyctrl = 0
ownpal = 1
persistent = 0
supermove = -1
supermovetime = 99999

[State 3100, Explod]
type = Explod
trigger1 = Time = 2
anim = 8100
postype = P1
pos = 0,-160/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 3100, Explod]
type = Explod
trigger1 = Time = 2
anim = 8101
postype = P1
pos = 0,-80/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 3100, Explod]
type = Explod
trigger1 = Time = 2
anim = 8102
postype = P1
pos = 0,-160/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 12
y = -4

[State 3100, VelAdd]
type = VelAdd
trigger1 = AnimElem = 12, > 0
y = .5

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 12
time = -1
trans = None
timegap = 3
framegap = 1
length = 4
ignorehitpause = 1
palbright = 128,3,3
palcontrast = 225,2,2
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 3100, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3101

;---------------------------------------------------------------------------
[Statedef 3101]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3101
velset = 0,0
sprpriority = 2

[State -2, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 3101, Width]
type = Width
trigger1 = Time = 0
edge = 15,0

[State 3101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S7,2

[State 3101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3101, HitDef1]
type = HitDef
triggerall = !(P2StateNo = [130,155])
trigger1 = Time = 0
animtype  = Hard
attr = S,HT
hitflag = M
priority = 7,Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 3110
p2stateno = 3120
guard.dist = 0
numhits = 0
fall = 1
fall.recover = 0
getpower = 0,0
ID = 3100

[State 3101, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 3101, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 3110]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd = 0
anim = 3110
ctrl = 0
sprpriority = -2

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
var(1) = 4
ignorehitpause = 1

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 28, >= 0 && AnimElem = 30, < 0
var(1) = -4
ignorehitpause = 1

[State 3110, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3110, Width]
type = Width
trigger1 = Time = 0
edge = 150,30

[State 3110, Width]
type = Width
trigger1 = AnimElem = 2
edge = 190,30

[State 3110, PosAdd]
type = PosAdd
trigger1 = AnimElem = 27
x = 40

[State 3110, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 23
value = -Ceil(1*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 3100
kill = 0

[State 3110, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 30
value = -Ceil(40*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 3100
kill = 1

[State 3110, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,14
volume = 255

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 28, = 55
value = S1,15
volume = 255

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 23
value = S5,10+Random%3
volume = 255

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 23
value = S5,13+Random%3
volume = 255

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 30
value = S5,16
volume = 255

[State 3110, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45,-180
ID = 3100

[State 3110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 80,0
ID = 3100

[State 3110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28, >= 0 && AnimElem = 29, < 0
pos = 13,-178
ID = 3100

[State 3110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29, >= 0 && AnimElem = 30, < 0
pos = -5,-170
ID = 3100

[State 3110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30
pos = 40,-90
ID = 3100

[State 3110, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 23
trigger6 = AnimElem = 30
value = 1

[State 3110, E.Shake]
type = EnvShake
trigger1 = AnimElem = 31
Time = 20
ampl = -30
freq = 255
phase = 10

[State 3110, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7006
postype = P1
pos = 70,-180/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 3110, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 7006
postype = P1
pos = 80,-160/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 3110, Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 7007
postype = P1
pos = 50,-180/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 3110, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 7007
postype = P1
pos = 80,-220/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 3110, Explod]
type = Explod
trigger1 = AnimElem = 23
anim = 7007
postype = P1
pos = 80,-160/2
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 3110, Explod]
type = Explod
trigger1 = AnimElem = 28, = 55
postype = P1
pos = 0,0
scale = 0.625,0.625
supermove = -1
sprpriority = 7
anim = 2011
persistent = 1

[State 3110, Explod]
type = Explod
trigger1 = AnimElem = 28, = 55
postype = P1
pos = 0,0
scale = 0.625,0.625
supermove = -1
sprpriority = -7
anim = 2012
persistent = 1

[State 3110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 1, >= 0 && AnimElem = 38, < 0
flag = NoShadow
flag2 = NoBG

[State 3110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 1, >= 0 && AnimElem = 38, < 0
flag = NoBarDisplay

[State 3110, Envcolor]
type = Envcolor
trigger1 = AnimElem = 3, >= 0 && AnimElem = 7, < 0
trigger2 = AnimElem = 8, >= 0 && AnimElem = 12, < 0
trigger3 = AnimElem = 13, >= 0 && AnimElem = 17, < 0
trigger4 = AnimElem = 18, >= 0 && AnimElem = 22, < 0
trigger5 = AnimElem = 23, >= 0 && AnimElem = 27, < 0
trigger6 = AnimElem = 30, >= 0 && AnimElem = 38, < 0
time = 1
value = 225,5,5
under = -1

[State 3110, PalFx]
type = PalFx
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
add = -var(1),-var(1),-var(1)
time = 1

[State 3110, PalFx]
type = PalFx
triggerall = var(1) > 0
trigger1 = AnimElem = 27, >= 28
add = -var(1),-var(1),-var(1)
time = 1

[State 3110, PalFx]
type = PalFx
trigger1 = AnimElem = 2, >= 0 && AnimElem = 27, < 28
add = -256,-256,-256
time = 1

[State 3110, PalFx]
type = PalFx
trigger1 = AnimElem = 29, >= 0 && AnimElem = 38, < 0
add = -256,-256,-256
time = 1

[State 3110, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 35, >= 0
time = 2
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 3110, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
trigger2 = AnimElem = 28, >= 0 && AnimElem = 36, < 0
scale = 1.25,1.25

[State -2, TargetDrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 3110, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 3120]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 0
value = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [3100,3200)
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3120

[State 3120, Sprpriority]
type = Sprpriority
trigger1 = AnimElem = 13, >= 0 
value = -5

[State 3120, PalFx]
type = PalFx
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
add = -Ceil(Time*4),-Ceil(Time*4),-Ceil(Time*4)
time = 1

[State 3120, PalFx]
type = PalFx
trigger1 = AnimElem = 2, >= 0 && AnimElem = 12, < 0
add = -256,-256,-256
time = 1

[State 3120, PalFx]
type = PalFx
trigger1 = AnimElem = 13, >= 60 && AnimElem = 19, < 0
add = -256,-256,-256
time = 1

[State 3120, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 3120, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
trigger2 = AnimElem = 12, >= 0 && AnimElem = 18, < 0
scale = 1.25,1.25

[State 3120, VelSet]
type = VelSet
trigger1 = AnimElem = 14
x = -8
y = -8

[State 3120, VelMul]
type = VelMul
trigger1 = AnimElem = 14, >= 0
x = 0.95

[State 3120, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 14, >= 0
y = .44

[State 3120, SelfState] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;禁千弐百拾八式・八咫烏
[Statedef 4000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3500
sprpriority = 2

[State -2, VelSet]
type = VelSet
trigger1 = !(PrevStateNo = [200,700))
trigger1 = Time = 0
x = 0

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

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

[State -2, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000, Width]
type = Width
trigger1 = 1
edge = 150,30

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S8,2

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,17+Random%2
volume = 255
channel = 1

[State 4000, PlaySnd]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = Enemy,Name = "Kyo kusanagi" 
trigger2 = Enemy,Name = "Kusanagi Kyo"
trigger3 = Enemy,Name = "EX-Kyo" 
trigger4 = Enemy,Name = "cvskyo"
trigger5 = Enemy,Name = "Kyo"
value = S1,19
volume = 255
channel = 1

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,16

[State 4000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 10, < 0
flag = NoBG
flag2 = NoFG

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 10, < 0
flag = NoBarDisplay
flag2 = NoMusic

[State 4000, SuperPause]
type = SuperPause
trigger1 = Time = 2
time = 51
movetime = 51
anim = -1
darken = 0
p2defmul = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 10, >= 0
time = 2
mul = 170,0,10
invertall = 1
ignorehitpause = 1

[State 4000, E.Shake]
type = EnvShake
trigger1 = AnimElem = 1
Time = 20
ampl = -10
freq = 255
phase = 10

[State 4000, HitDef1]
type = HitDef
trigger1 = AnimElem = 9
attr = S,HA
damage = 0
animtype = Hard
air.animtype = Hard
ground.type = Low
guardflag = N
hitflag = MAFD
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = S6,1
pausetime = 0,0
guard.pausetime = 0,0
ground.hittime = 17
guard.slidetime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
numhit = 0
yaccel = .55
getpower = 0,0
givepower = 15,15
ID = 4000
p2facing = 1

[State 4000, TargetState]
type = TargetState
triggerall = NumTarget(4000)
trigger1 = MoveHit
trigger1 = Target,MoveType = H
trigger1 = !(Target,StateNo = 4020)
value = 4020
ID = 4000
ignorehitpause = 1
persistent = 0

[State 4000, ChangeState]
type = ChangeState
triggerall = NumTarget(4000)
trigger1 = MoveHit
trigger1 = Target,StateNo = 4020
value = 4010
ignorehitpause = 1

[State 4000, Explod]
type = Explod
trigger1 = Time = 2
anim = 8200
postype = P1
pos = 0,-160/2
sprpriority = -7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.625,0.625
trans = AddAlpha
alpha = 256,256

[State 4000, Explod]
type = Explod
trigger1 = Time = 2
anim = 8201
postype = P1
pos = 0,-160/2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.625,0.625
trans = AddAlpha
alpha = 256,256

[State 4000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3501
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,256
ID = 4000

[State 4000, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 3502
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
scale = 0.5,0.5
trans = AddAlpha
alpha = 256,128
ID = 4000

[State 4000, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0
scale = 1.25,1.25

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 4000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 4010]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd = 0
anim = 3510
ctrl = 0
sprpriority = 2

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 1, = 4
ID = 4000

[State 4010, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4010, Width]
type = Width
trigger1 = Time = 0
edge = 180,30

[State 4010, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 1, = 4
value = -Ceil(22*(100-Random%11)*Const(data.attack)*0.01*10/103)
ID = 4000

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,13
volume = 255

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = S5,14
volume = 255

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 2
value = S5,15
volume = 255

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,17
volume = 255

[State 4010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 80,-80
ID = 4000

[State 4010, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 60,-120
ID = 4000

[State 4010, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 1, = 1
trigger3 = AnimElem = 1, = 2
trigger4 = AnimElem = 1, = 3
trigger5 = AnimElem = 1, = 4
trigger6 = AnimElem = 1, = 5
value = 1

[State 4010, E.Shake]
type = EnvShake
trigger1 = AnimElem = 3
Time = 15
ampl = -15
freq = 255
phase = 10

[State 4010, Explod]
type = Explod
trigger1 = AnimElem = 1, = 4
anim = 3511
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.75,0.75

[State 4010, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 3512
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 4010, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7007
postype = P1
pos = 40,-140
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
scale = 0.5,0.5

[State 4010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 1, >= 0 && AnimElem = 11, < 0
flag = NoShadow
flag2 = NoBG

[State 4010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 1, >= 0 && AnimElem = 11, < 0
flag = NoBarDisplay
flag2 = NoMusic

[State 4010, Envcolor]
type = Envcolor
trigger1 = AnimElem = 1, >= 4 && AnimElem = 11, < 0
time = 1
value = 225,5,5
under = -1

[State 4010, PalFx]
type = PalFx
trigger1 = AnimElem = 1, >= 3 && AnimElem = 11, < 0
add = -256,-256,-256
time = 1

[State 4010, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 1, >= 4 && AnimElem = 3, < 0
scale = 1.5,1.5

[State 4010, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
scale = 1.25,1.25

[State -2, TargetDrop]
type = TargetDrop
trigger1 = AnimTime = -1

[State -2, CtrlSet]
type = CtrlSet
triggerall = !Win
trigger1 = AnimTime = -1
value = 1

[State 4010, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 4020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 0
value = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [4000,4100)
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3520

[State 4020, PalFx]
type = PalFx
trigger1 = AnimElem = 4
add = -256,-256,-256
time = 79

[State 4020, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 4020, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 5, >= 0 && AnimElem = 9, < 0
scale = 1.5,1.5

[State 4020, AngleDraw]
type = AngleDraw
trigger1 = AnimElem = 9, >= 0 && AnimElem = 10, < 1
scale = 1.25,1.25

[State 4020, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = -8
y = -8

[State 4020, VelMul]
type = VelMul
trigger1 = AnimElem = 9, >= 0
x = 0.95

[State 4020, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 9, >= 0
y = .44

[State 4020, SelfState] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


