; このCNSは教材用カンフーマンを基に作成されています。
;---------------------------------------------------------------------------
;var(0) = 空中ジャンプ・ダッシュ回数
;var(1) = ルイナス・ペイン繰り返し
;var(2) = 翻るRC
;var(3) = モンスター振り向き防止
;var(4) = ランダム召喚
;var(5) = 空き
;var(6) = RC
;var(7) = FRC
;var(8) = FRC成功判定
;var(9) = RC点滅
;var(10) = コンボ補正
;var(11) = 直ガ1
;var(12) = 直ガ2
;var(13) = 直ガ3
;var(14) = 直ガAI用
;var(15) = DAA
;var(16) = FD1
;var(17) = FD2
;var(18) = サイクバースト
;var(19) = バーストゲージ被り防止
;var(20) = CRC
;var(21) = ダスト
;var(22) = ホーミングジャンプ1
;var(23) = ホーミングジャンプ2
;var(24) = ハイジャンプ方向
;var(25) = 慣性
;var(26) = ID


;var(55) = バーストゲージ

;var(58) = 直ガ率
;var(59) = AI

;Helper(8200),var(0) = 雑魚1体力

;Helper(8210),var(0) = 雑魚2体力

;Helper(8220),var(0) = 雑魚3体力

;Helper(10000),var(11) = バーストゲージX軸
;Helper(10000),var(12) = バーストゲージY軸

;---------------------------------------------------------------------------
[Data]
life              = 1000
power             = 2000
attack            = 100
defence           = 100
fall.defence_up   = 50
liedown.time      = 40
airjuggle         = 10000
sparkno           = 2
guard.sparkno     = 40
KO.echo           = 0
volume            = 0
IntPersistIndex   = 55,59
FloatPersistIndex = 40

;---------------------------------------------------------------------------
;サイズ設定
[Size]
xscale           = 0.9
yscale           = 0.9
ground.back      = 15
ground.front     = 16
air.back         = 12
air.front        = 12
height           = 60
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 5, -125
mid.pos          = 5, -95
shadowoffset     = 0
draw.offset      = 0,0

;---------------------------------------------------------------------------
;移動速度設定
[Velocity]
walk.fwd     = 3,0
walk.back    = -2.5,0
run.fwd      = 6.5, 0
run.back     = -5.1,-2.5
jump.neu     = 0,-8.8
jump.back    = -2.7
jump.fwd     = 2.7
runjump.back = -2.55,-8.1
runjump.fwd  = 5,-8.8
airjump.neu  = 0,-8.2
airjump.back = -2.7
airjump.fwd  = 2.7

;---------------------------------------------------------------------------
;動作設定
[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .42
stand.friction  = .85
crouch.friction = .82

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

[State 0, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 0, バグ防止]
type = ChangeState
triggerall = IsHelper(3140)
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 0,]
type = SprPriority
trigger1 = PalNo = 10
value = 4

[State 0,]
type = ChangeAnim
triggerall = RoundState = 3
trigger1 = PalNo = 10
value = 0

[State 0, コントロール可否]
type = CtrlSet
triggerall = RoundState <= 2
trigger1 = PalNo = 10
value = 0

[State 0,]
type = ChangeAnim
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 0,]
type = ChangeState
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 0, 1]
type = ChangeAnim
triggerall = PalNo != 10
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

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

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; しゃがみ禁止

[Statedef 10]
type    = S
physics = S
ctrl = 1
anim = 0

[State 10,]
type = ChangeState
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 10, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 20

[State 10, 2]
type = ChangeState
TriggerAll = var(59) = 0
trigger1 = 1
value = 0

[State 10,]
type = ChangeState
Trigger1 = var(59) != 0
value = 20

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; しゃがみ禁止

[Statedef 11]
type    = S
physics = S
ctrl = 1
anim = 0

[State 11,]
type = ChangeState
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 11, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 20

[State 11, 2]
type = ChangeState
TriggerAll = var(59) = 0
trigger1 = 1
value = 0

[State 11,]
type = ChangeState
Trigger1 = var(59) != 0
value = 20

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 0

[State 12,]
type = ChangeState
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 20,]
type = ChangeState
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 20,]
type = ChangeState
TriggerAll = var(59) != 0 && Random <= var(59)*50
Trigger1 = time >= 5
value = 100

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = PalNo != 11
x = const(velocity.walk.fwd.x)

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = PalNo = 11
x = 8

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = PalNo != 11
x = const(velocity.walk.back.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = PalNo = 11
x = -6

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

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ジャンプ
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40,]
type = ChangeState
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40,]
Type = ChangeState
TriggerAll = Var(59) >= 7
Triggerall = Time = 0
triggerall = PrevStateNo != 210
triggerall = PrevStateNo != 220
triggerall = PrevStateNo != 230
triggerall = PrevStateNo != 410
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
Trigger1=TeamMode = single
Value = ifelse(PrevStateNo = 100,100,0)
Ctrl = 1
IgnoreHitPause = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = PalNo != 11
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = PalNo = 11
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1,5, -5))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = PalNo != 11
trigger1 = prevstateno = 100 || prevstateno = 102
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = PalNo = 11
trigger1 = prevstateno = 100 || prevstateno = 102
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x) + 2

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ジャンプ落下へ

[Statedef 50]
type    = A
physics = A

[State 50, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0

[State 50,]
type = Explod
trigger1 = Time = 0
trigger1 = Pos Y >= -10
persistent = 0
anim = 6016
postype = p1
pos = -20, 10
scale = 0.5,0.5
removetime = 43

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ダッシュ

[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 100,]
type = ChangeState
triggerall = RoundState = 2
trigger1 = PalNo = 10
value = 3101

[State 100, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 1

[State 100, 1]
type = Velset
trigger1 = 1
trigger1 = PalNo != 11
trigger1 = Vel X <= 14.4
x = 6.5 + (time/5)

[State 100, 1]
type = VelSet
trigger1 = 1
trigger1 = PalNo != 11
trigger1 = Vel X >= 14.4
x = 14.5

[State 100,]
type = VelSet
triggerall = 1
trigger1 = PalNo = 11
x = 13 + (time/5)

[State 100,]
type = Explod
trigger1 = AnimElem = 1
trigger2 = anim = 101
trigger2 = AnimElem = 2
anim = 6044
postype = p1
pos = 0, 0
scale = 0.5,0.5
facing = -1
removetime = 24

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

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

[State 100, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 101

[State 100,FD]
type = Varset
triggerall = power >= 1
triggerall = var(59) != 0
trigger1 = inguarddist
v = 16
value = ifelse(EnemyNear,StateType = C,2,1)
ignorehitpause = 1

[State 100, FD]
type = ChangeState
triggerall = var(59) != 0
trigger1 = var(16) = 1
trigger1 =  StateNo != [150,155]
value = 130
ctrl = 1

[State 100, FD]
type = ChangeState
triggerall = var(59) != 0
trigger1 = var(16) = 2
trigger1 =  StateNo != [150,155]
value = 131
ctrl = 1

[State 100, 4]
type = ChangeState
Triggerall = var(59) = 0
trigger1 = command != "holdfwd"
trigger2 = command = "holdup"
value = 102

[State 100,ﾀﾞｯｼｭｽﾃｯﾌﾟ DashStop]
type = ChangeState
TriggerAll = var(59) != 0
Trigger1 = inguarddist
Trigger2 = EnemyNear,MoveType!=H
Trigger2 = P2BodyDist X<=150
Trigger2 = P2BodyDist Y>=-120
Trigger3 = P2BodyDist X<=10
value = 102

;---------------------------------------------------------------------------
; ダッシュストップ

[Statedef 102]
type    = S
physics = S
anim = 102
ctrl = 0
sprpriority = 1

[State 102, 1]
type = ChangeState
triggerall = 1
trigger1 = command = "holdup"
value = 40

[State 102,FD]
type = Varset
triggerall = power >= 1
triggerall = var(59) != 0
trigger1 = inguarddist
v = 16
value = ifelse(EnemyNear,StateType = C,2,1)
ignorehitpause = 1

[State 102, FD]
type = ChangeState
triggerall = var(59) != 0
trigger1 = var(16) = 1
trigger1 =  StateNo != [150,155]
value = 130
ctrl = 1

[State 102, FD]
type = ChangeState
triggerall = var(59) != 0
trigger1 = var(16) = 2
trigger1 =  StateNo != [150,155]
value = 131
ctrl = 1

[State 102, 1]
type = Veladd
trigger1 = time = 0
x = 3

[State 102, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 102, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
; バクステ
[Statedef 105]
type    = A
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 移動速度]
type = Veladd
trigger1 = 1
y = .45

[State 105, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = PalNo != 11
x = -7
y = -3

[State 105,]
type = VelSet
triggerall = Time = 0
trigger1 = PalNo = 11
x = -12
y = -3

[State 105, 無敵]
type = NotHitBy
trigger1 = Time <= 6
trigger1 = PalNo != 11
value = SCA
time = 1

[State 105, 無敵]
type = NotHitBy
trigger1 = Time <= 12
trigger1 = PalNo = 11
value = SCA
time = 1

[State 105, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130,]
type = VelSet
trigger1 = Time = 0
y = 0

[State 130,]
type = PosSet
trigger1 = Time = 0
y = 0

[State 130,直ガ]
type = Varset
trigger1 = var(11) = [1,5]
v = 12
value = 1

[State 130,直ガ]
type = Varset
trigger1 = var(11) >= 6
v = 12
value = 0

[State 130, 1]
type = ChangeAnim
trigger1 = var(16) != 0
value = 120

[State 130, 1]
type = ChangeAnim
trigger1 = var(16) = 0
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131,]
type = VelSet
trigger1 = Time = 0
y = 0

[State 131,]
type = PosSet
trigger1 = Time = 0
y = 0

[State 131,直ガ]
type = Varset
trigger1 = var(11) = [1,5]
v = 12
value = 1

[State 131,直ガ]
type = Varset
trigger1 = var(11) >= 6
v = 12
value = 0

[State 131, 1]
type = ChangeAnim
trigger1 = var(16) != 0
value = 121

[State 131, 1]
type = ChangeAnim
trigger1 = var(16) = 0
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132,直ガ]
type = Varset
trigger1 = var(11) = [1,5]
v = 12
value = 1

[State 132,直ガ]
type = Varset
trigger1 = var(11) >= 6
v = 12
value = 0

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
trigger1 = var(16) = 0
y = Const(movement.yaccel)

[State 132,]
type = StateTypeSet
trigger1 = 1
trigger1 = var(16) = 3
statetype = A
physics = A

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140,AIFD]
type = Varset
trigger1 = Life >= 500
trigger1 = var(59) != 0
v = 16
value = 0
ignorehitpause = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150,AIFD]
type = Varset
triggerall = power >= 1
triggerall = var(59) >= 8
trigger1 = Life <= 500
v = 16
value = 1
ignorehitpause = 1

[State 150,FD]
type = Varset
Trigger1=var(16) = 1
v = 17
value = 1

[State 150,FD]
type = Lifeadd
trigger1 = Time = 0
trigger1 = Var(17) = 1
value = GetHitVar(damage)

[State 150,]
type = Varset
triggerall = power >= 1000
Trigger1 = var(59) = 0
trigger1 = command = "DAA"
Trigger2 = var(59) != 0
trigger2 = Random <= var(59)*60 || var(59)>9
trigger2 = EnemyNear,AnimTime<=-11 || var(59)<7
trigger2 = P2BodyDist X = [-20,120]
trigger2 = P2BodyDist Y  = [-160,-100]
v = 15
value = 1
ignorehitpause = 1

[State 150, 無敵]
type = NotHitBy
trigger1 = Var(15) = 1
value = SCA
time = 1

[State 150,]
type = poweradd
trigger1 = Var(15) = 1
value = -1000
persistent=0

[State 150]
type = palfx
Trigger1 = Var(15) = 1
time = 10
add = 255,255,255
sinadd = 0,0,0,0
color = 0
invertall = 0

[State 150, 音を鳴らす]
type = PlaySnd
trigger1 = Var(15) = 1
volume = 80
value = 700, 0
persistent=0

[State 150,]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = Var(15) = 1
value = 700
ctrl = 0

[State 150,CPU直ガ]
type = Varset
Triggerall=var(16) = 0
Trigger1=var(58)&&Random<=(var(58)*10)
v = 14
value = 1

[State 150,ゲージ増加]
type = poweradd
Triggerall=var(16) = 0
triggerall = time = 0
trigger1 = var(12) = 1
trigger2 = var(11) = [1,5]
trigger3 = var(14) = 1
value = 10

[State 150,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = var(11) = [1,5]
trigger2 = var(14) = 1
v = 13
value = 1

[State 150,直ガ点滅]
type = palfx
Triggerall=var(16) = 0
triggerall = time = 0
trigger1 = var(12) = 1
trigger2 = var(11) = [1,5]
trigger3 = var(14) = 1
time = 3
add = 255,255,255
sinadd = 0,0,0,0
color = 0
invertall = 0
ignorehitpause=1

[State 150,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = time = 1
v = 11
value = 10

[State 150,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = time = 1
v = 12
value = 0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151,AIFD]
type = Varset
triggerall = power >= 1
triggerall = var(59) >= 8
trigger1 = Life <= 500
v = 16
value = 1
ignorehitpause = 1

[State 151,]
type = Varset
triggerall = power >= 1000
Trigger1 = var(59) = 0
trigger1 = command = "DAA"
Trigger2 = var(59) != 0
trigger2 = Random <= var(59)*60 || var(59)>9
trigger2 = EnemyNear,AnimTime<=-11 || var(59)<7
trigger2 = P2BodyDist X = [-20,120]
trigger2 = P2BodyDist Y  = [-160,-100]
v = 15
value = 1
ignorehitpause = 1

[State 151, 無敵]
type = NotHitBy
trigger1 = Var(15) = 1
value = SCA
time = 1

[State 151,]
type = poweradd
trigger1 = Var(15) = 1
value = -1000
persistent=0

[State 151]
type = palfx
Trigger1 = Var(15) = 1
time = 10
add = 255,255,255
sinadd = 0,0,0,0
color = 0
invertall = 0

[State 151, 音を鳴らす]
type = PlaySnd
trigger1 = Var(15) = 1
volume = 80
value = 700, 0
persistent=0

[State 151,]
type = ChangeState
trigger1 = Var(15) = 1
value = 700
ctrl = 0

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, FD]
type = Veladd
trigger1 = Time = 0
trigger1 = Var(17) = 1
x = -4

[State 151, 画面端押し返し。]
type = Helper
trigger1 = Time = 0
trigger1 = Var(17) = 1
trigger1 = BackEdgeBodyDist <= 20
name = "oshikaeshi"
stateno = 7500
ID = 7500
pos = 30,0
postype = p2
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal
supermovetime = 0
pausemovetime = 0

[State 151,]
type = poweradd
trigger1 = Time = 0
trigger1 = Var(17) = 1
value = -20

[State 151, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 9
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 1

[State 151, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 12
trigger1 = GetHitVar(ctrltime) = [8,9]
value = 1

[State 151, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 14
trigger1 = GetHitVar(ctrltime) = [10,11]
value = 1

[State 151, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 16
trigger1 = GetHitVar(ctrltime) = [12,13]
value = 1

[State 151, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 19
trigger1 = GetHitVar(ctrltime) = [14,16]
value = 1

[State 151, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 21
trigger1 = GetHitVar(ctrltime) = [17,18]
value = 1

[State 151, 3]
type = CtrlSet
trigger1 = var(17) = 0
trigger1 = var(13) = 0
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 5
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 6
trigger1 = GetHitVar(ctrltime) = [7,8]
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 7
trigger1 = GetHitVar(ctrltime) = [9,10]
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 9
trigger1 = GetHitVar(ctrltime) = [11,12]
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 11
trigger1 = GetHitVar(ctrltime) = [13,15]
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 13
trigger1 = GetHitVar(ctrltime) = [16,17]
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 17
trigger1 = GetHitVar(ctrltime) = [18,22]
value = 1

[State 151,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 20
trigger1 = GetHitVar(ctrltime) >= 23
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 5
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 130
ctrl = 1

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 6
trigger1 = GetHitVar(ctrltime) = [7,8]
value = 130
ctrl = 1

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 7
trigger1 = GetHitVar(ctrltime) = [9,10]
value = 130
ctrl = 1

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 9
trigger1 = GetHitVar(ctrltime) = [11,12]
value = 130
ctrl = 1

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 11
trigger1 = GetHitVar(ctrltime) = [13,15]
value = 130
ctrl = 1

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 13
trigger1 = GetHitVar(ctrltime) = [16,17]
value = 130
ctrl = 1

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 17
trigger1 = GetHitVar(ctrltime) = [18,22]
value = 130
ctrl = 1

[State 151,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 20
trigger1 = GetHitVar(ctrltime) >= 23
value = 130
ctrl = 1

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152,AIFD]
type = Varset
triggerall = power >= 1
triggerall = var(59) >= 8
trigger1 = Life <= 500
v = 16
value = 2
ignorehitpause = 1

[State 152,FD]
type = Varset
Trigger1=var(16) = 2
v = 17
value = 1

[State 152,]
type = Varset
triggerall = power >= 1000
Trigger1 = var(59) = 0
trigger1 = command = "DAA"
Trigger2 = var(59) != 0
trigger2 = Random <= var(59)*60 || var(59)>9
trigger2 = EnemyNear,AnimTime<=-11 || var(59)<7
trigger2 = P2BodyDist X = [-20,120]
trigger2 = P2BodyDist Y = [-160,-100]
v = 15
value = 1
ignorehitpause = 1

[State 152, 無敵]
type = NotHitBy
trigger1 = Var(15) = 1
value = SCA
time = 1

[State 152,]
type = poweradd
trigger1 = Var(15) = 1
value = -1000
persistent=0

[State 152]
type = palfx
Trigger1 = Var(15) = 1
time = 10
add = 255,255,255
sinadd = 0,0,0,0
color = 0
invertall = 0

[State 152, 音を鳴らす]
type = PlaySnd
trigger1 = Var(15) = 1
volume = 80
value = 700, 0
persistent=0

[State 152,]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = Var(15) = 1
value = 700
ctrl = 0

[State 152,CPU直ガ]
type = Varset
Triggerall=var(16) = 0
Trigger1=var(58)&&Random<=(var(58)*10)
v = 14
value = 1

[State 152,ゲージ増加]
type = poweradd
Triggerall=var(16) = 0
triggerall = time = 0
trigger1 = var(12) = 1
trigger2 = var(11) = [1,5]
trigger3 = var(14) = 1
value = 10

[State 152,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = var(11) = [1,5]
trigger2 = var(14) = 1
v = 13
value = 1

[State 152,直ガ点滅]
type = palfx
Triggerall=var(16) = 0
triggerall = time = 0
trigger1 = var(12) = 1
trigger2 = var(11) = [1,5]
trigger3 = var(14) = 1
time = 3
add = 255,255,255
sinadd = 0,0,0,0
color = 0
invertall = 0
ignorehitpause=1

[State 152,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = time = 1
v = 11
value = 10

[State 152,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = time = 1
v = 12
value = 0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(var(59) = 0,(command = "holddown"),(fvar(38)=1))

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153,AIFD]
type = Varset
triggerall = power >= 1
triggerall = var(59) >= 8
trigger1 = Life <= 500
v = 16
value = 1
ignorehitpause = 1

[State 153,FD]
type = Lifeadd
trigger1 = Time = 0
trigger1 = Var(17) = 1
value = GetHitVar(damage)

[State 153,]
type = Varset
triggerall = power >= 1000
Trigger1 = var(59) = 0
trigger1 = command = "DAA"
Trigger2 = var(59) != 0
trigger2 = Random <= var(59)*60 || var(59)>9
trigger2 = EnemyNear,AnimTime<=-11 || var(59)<7
trigger2 = P2BodyDist X = [-20,120]
trigger2 = P2BodyDist Y  = [-160,-100]
v = 15
value = 1
ignorehitpause = 1

[State 153, 無敵]
type = NotHitBy
trigger1 = Var(15) = 1
value = SCA
time = 1

[State 153,]
type = poweradd
trigger1 = Var(15) = 1
value = -1000
persistent=0

[State 153,]
type = palfx
Trigger1 = Var(15) = 1
time = 10
add = 255,255,255
sinadd = 0,0,0,0
color = 0
invertall = 0

[State 153, 音を鳴らす]
type = PlaySnd
trigger1 = Var(15) = 1
volume = 80
value = 700, 0
persistent=0

[State 153,]
type = ChangeState
trigger1 = Var(15) = 1
value = 700
ctrl = 0

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 2]
type = Veladd
trigger1 = Time = 0
trigger1 = Var(17) = 1
x = -4

[State 153,]
type = poweradd
trigger1 = Time = 0
trigger1 = Var(17) = 1
value = -20

[State 153, 画面端押し返し。]
type = Helper
trigger1 = Time = 0
trigger1 = Var(17) = 2
trigger1 = BackEdgeBodyDist <= 20
name = "oshikaeshi"
stateno = 7500
ID = 7500
pos = 30,0
postype = p2
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal
supermovetime = 0
pausemovetime = 0

[State 153, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 9
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 1

[State 153, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 12
trigger1 = GetHitVar(ctrltime) = [8,9]
value = 1

[State 153, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 14
trigger1 = GetHitVar(ctrltime) = [10,11]
value = 1

[State 153, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 16
trigger1 = GetHitVar(ctrltime) = [12,13]
value = 1

[State 153, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 19
trigger1 = GetHitVar(ctrltime) = [14,16]
value = 1

[State 153, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 21
trigger1 = GetHitVar(ctrltime) = [17,18]
value = 1

[State 153, 3]
type = CtrlSet
trigger1 = var(13) = 0
trigger1 = var(17) = 0
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 5
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 6
trigger1 = GetHitVar(ctrltime) = [7,8]
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 7
trigger1 = GetHitVar(ctrltime) = [9,10]
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 9
trigger1 = GetHitVar(ctrltime) = [11,12]
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 11
trigger1 = GetHitVar(ctrltime) = [13,15]
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 13
trigger1 = GetHitVar(ctrltime) = [16,17]
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 17
trigger1 = GetHitVar(ctrltime) = [18,22]
value = 1

[State 153,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 20
trigger1 = GetHitVar(ctrltime) >= 23
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 5
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 131
ctrl = 1

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 6
trigger1 = GetHitVar(ctrltime) = [7,8]
value = 131
ctrl = 1

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 7
trigger1 = GetHitVar(ctrltime) = [9,10]
value = 131
ctrl = 1

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 9
trigger1 = GetHitVar(ctrltime) = [11,12]
value = 131
ctrl = 1

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 11
trigger1 = GetHitVar(ctrltime) = [13,15]
value = 131
ctrl = 1

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 13
trigger1 = GetHitVar(ctrltime) = [16,17]
value = 131
ctrl = 1

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 17
trigger1 = GetHitVar(ctrltime) = [18,22]
value = 131
ctrl = 1

[State 153,直ガ]
type = ChangeState
trigger1 = var(13) = 1
trigger1 = Time = 20
trigger1 = GetHitVar(ctrltime) >= 23
value = 131
ctrl = 1

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154,AIFD]
type = Varset
triggerall = power >= 1
triggerall = var(59) >= 8
trigger1 = Life <= 500
v = 16
value = 3
ignorehitpause = 1

[State 154,FD]
type = Varset
Trigger1=var(16) = 3
v = 17
value = 1

[State 154,CPU直ガ]
type = Varset
Triggerall=var(16) = 0
Trigger1=var(58)&&Random<=(var(58)*10)
v = 14
value = 1

[State 154,ゲージ増加]
type = poweradd
triggerall = time = 0
Triggerall=var(16) = 0
trigger1 = var(12) = 1
trigger2 = var(11) = [1,5]
trigger3 = var(14) = 1
value = 10

[State 154,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = var(11) = [1,5]
trigger2 = var(14) = 1
v = 13
value = 1

[State 154,直ガ点滅]
type = palfx
Triggerall=var(16) = 0
triggerall = time = 0
trigger1 = var(12) = 1
trigger2 = var(11) = [1,5]
trigger3 = var(14) = 1
time = 3
add = 255,255,255
sinadd = 0,0,0,0
color = 0
invertall = 0
ignorehitpause=1

[State 154,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = time = 1
v = 11
value = 10

[State 154,直ガ]
type = Varset
Triggerall=var(16) = 0
trigger1 = time = 1
v = 12
value = 0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155,AIFD]
type = Varset
triggerall = power >= 1
triggerall = var(59) >= 8
trigger1 = Life <= 200
v = 16
value = 1
ignorehitpause = 1

[State 155,FD]
type = Lifeadd
trigger1 = Time = 0
trigger1 = Var(17) = 1
value = GetHitVar(damage)

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 2]
type = Veladd
trigger1 = Time = 0
trigger1 = Var(17) = 1
x = -4

[State 155,]
type = poweradd
trigger1 = Time = 0
trigger1 = Var(17) = 1
value = -20

[State 155, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 10
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 1

[State 155, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 13
trigger1 = GetHitVar(ctrltime) = [8,9]
value = 1

[State 155, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 15
trigger1 = GetHitVar(ctrltime) = [10,11]
value = 1

[State 155, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 18
trigger1 = GetHitVar(ctrltime) = [12,13]
value = 1

[State 155, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 24
trigger1 = GetHitVar(ctrltime) = [14,16]
value = 1

[State 155, FD]
type = CtrlSet
trigger1 = var(17) = 1
trigger1 = Time = 27
trigger1 = GetHitVar(ctrltime) = [17,18]
value = 1

[State 155, 3]
type = CtrlSet
trigger1 = var(13) = 0
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 3
trigger1 = GetHitVar(ctrltime) = [6,7]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 4
trigger1 = GetHitVar(ctrltime) = [7,8]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 5
trigger1 = GetHitVar(ctrltime) = [9,10]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 6
trigger1 = GetHitVar(ctrltime) = [11,12]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 8
trigger1 = GetHitVar(ctrltime) = [13,14]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 10
trigger1 = GetHitVar(ctrltime) = [15,16]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 12
trigger1 = GetHitVar(ctrltime) = [17,19]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 14
trigger1 = GetHitVar(ctrltime) = [20,22]
value = 1

[State 155,直ガ]
type = CtrlSet
trigger1 = var(13) = 1
trigger1 = Time = 17
trigger1 = GetHitVar(ctrltime) >= 23
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; タイムオーバー時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝利ポーズ
[Statedef 181]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 181, 速度加算]
type = VelAdd
trigger1 = AnimElem = 10
y = -20

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = 30, 2

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

;---------------------------------------------------------------------------
; イントロ（試合開始直前のアクション）
[Statedef 191]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, ステート変更]
type = ChangeState
trigger1 = PalNo = 10
value = 192

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（亀）
[Statedef 192]
type = S
ctrl = 0
anim = 3101
velset = 0,0
sprpriority = 4

[State 192, カメラスクロールの有無]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 192,]
type = Width
trigger1 = 1
edge = 100,80

[State 192, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 192, ]
type = posset
trigger1 = 1
y = -80

[State 192, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 192, ]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 192, 特殊効果]
type = AssertSpecial
trigger1 = time <= 50
flag = Intro

[State 192, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(1) = 0
trigger2 = NumHelper(3140) = 0
name = "monster"
stateno = 3150
ID = 3140
pos = -30,50
postype = p1
keyctrl = ifelse(var(59)=0,1,0)
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal 

[State 192, ステート変更]
type = ChangeState
triggerall = RoundState = 2
trigger1 = enemy,ctrl = 1
value = 3101

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

[State 195, コントロール可否]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 通常攻撃技
;---------------------------------------------------------------------------
; 立ちP

[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 26, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 0
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 25
ID = 200

[State 200,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
anim = 6020
postype = p1
pos = 0, -110
scale = 0.9,0.9
removetime = 12
bindtime = 12

[State 200,]
type = Explod
trigger1= movehit
trigger1= Numtarget(200)
trigger1= (target(200),movetype=H) && !(target(200),time)
anim = 6001
ID = 200
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 200,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(200)
trigger1= (target(200),movetype=H) && !(target(200),time)
anim = 6031
ID = 200
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 200,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちK1

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 210
sprpriority = -1

[State 210,]
type = AttackDist
trigger1 = 1
value = 250

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = 5.5
air.velocity = 5.5,-4
air.fall = 1
fall.recovertime = 27
ID = 210

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = s10,2
guardsound = s20,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -5.5,-4
air.fall = 1
fall.recovertime = 27
ID = 210

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = 5.5
air.velocity = 5.5,-4
air.fall = 1
fall.recovertime = 27
ID = 210

[State 210,]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
sprpriority = 5
anim = 215
postype = p1
pos = -5, -128
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 215

[State 210,]
type = RemoveExplod
trigger1 = AnimElem = 4
ID = 215

[State 210,]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
sprpriority = 5
anim = 216
postype = p1
pos = -10, -140
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 216

[State 210,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 216

[State 210,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 217
postype = p1
pos = -40, -130
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 217

[State 210,]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 217

[State 210,]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
sprpriority = 5
anim = 218
postype = p1
pos = -32, -145
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 218

[State 210,]
type = RemoveExplod
trigger1 = AnimElem = 7
ID = 218

[State 210,]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
sprpriority = -2
anim = 219
postype = p1
pos = -40, -140
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 219

[State 210,]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 219

[State 210,]
type = Explod
trigger1= movehit
trigger1= Numtarget(210)
trigger1= (target(210),movetype=H) && !(target(210),time)
anim = 6004
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 210,]
type = Explod
trigger1= movehit
trigger1= Numtarget(210)
trigger1= (target(210),movetype=H) && !(target(210),time)
anim = 6032
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 210,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(210)
trigger1= (target(210),movetype=H) && !(target(210),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 210,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 立ちS

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 220
sprpriority = 2

[State 220,]
type = AttackDist
trigger1 = 1
value = 250

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = 0, 1

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 60
guardflag = MA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-37
hitsound   = s10,3
guardsound = s20,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -4.5,-5.5
air.fall = 1
fall.recovertime = 38
ID = 220

[State 220,]
type = Explod
trigger1= movehit
trigger1= Numtarget(220)
trigger1= (target(220),movetype=H) && !(target(220),time)
anim = 6003
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 220,]
type = Explod
trigger1= movehit
trigger1= Numtarget(220)
trigger1= (target(220),movetype=H) && !(target(220),time)
anim = 6032
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 220,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(220)
trigger1= (target(220),movetype=H) && !(target(220),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5


[State 220,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちHS

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 0
ctrl = 0
anim = 230
sprpriority = 2

[State 230,]
type = Varset
type = ChangeState
triggerall = Var(7) = [17,18]
triggerall = power >= 500
trigger1 = var(59) = 0
trigger1 = command = "RC"
v = 8
value = 1
ignorehitpause=1

[State 230,]
type = Varset
type = ChangeState
triggerall = RoundState = 2
triggerall = Var(7) = [17,18]
triggerall = power >= 500
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
triggerall = var(59) != 0
triggerall = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
triggerall = Movehit=1
TriggerAll=P2BodyDist X=[-10,100]
TriggerAll=P2BodyDist Y>=-80
triggerall = EnemyNear,StateType != A
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,155])
trigger2 = PalNo = 12
v = 8
value = 1
ignorehitpause=1

[State 230, 2]
type = Width
trigger1 = AnimElem >= 7
player = 50,0

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 100, 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 1

[State 230,]
type = AttackDist
trigger1 = 1
value = 250

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Hard
damage    = 150
guardflag = MA
pausetime = 20,20
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,3
guardsound = s20,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -7.8
air.velocity = -7.8,14.8
ground.cornerpush.veloff = -7.8 - ifelse(EnemyNear,movetype = H,(enemy,GethitVar(hitcount)*2),0)
air.fall = 1
fall.recover = 0
ID = 230

[State 230,]
type = Varset
type = ChangeState
triggerall = RoundState = 2
triggerall = Var(7) = 18
triggerall = power >= 500
triggerall = var(59) != 0
triggerall = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger1 = EnemyNear,MoveType != H
trigger1 = power <= 2500 && EnemyNear,Life <= 700
trigger2 = PalNo = 12
v = 8
value = 1
ignorehitpause=1

[State 230,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 6029
postype = p1
pos = 30, -20
scale = 0.9,0.9
removetime = 9
bindtime = 9
pausemovetime = 0
removeongethit = 1

[State 230,]
type = Explod
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(7) <= 2
trigger1 = NumExplod(238) <= 2
sprpriority = 5
anim = 238
postype = p1
pos = 30, -20
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
removeongethit = 1
ID = 238

[State 230,]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 238

[State 230,]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
sprpriority = 5
anim = 6030
postype = p1
pos = 30, -20
scale = 0.9,0.9
removetime = 6
bindtime = 6
pausemovetime = 0
removeongethit = 1

[State 230,]
type = Explod
trigger1= movehit
trigger1= Numtarget(230)
trigger1= (target(230),movetype=H) && !(target(230),time)
anim = 6002
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 230,]
type = Explod
trigger1= movehit
trigger1= Numtarget(230)
trigger1= (target(230),movetype=H) && !(target(230),time)
anim = 6033
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 230,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(230)
trigger1= (target(230),movetype=H) && !(target(230),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 230,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちD

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 240
sprpriority = 2

[State 240,]
type = AttackDist
trigger1 = 1
value = 150

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 0, 1

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = HA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-37
hitsound   = s10,2
guardsound = s20,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -3.5,-4.5
air,fall = 1
fall.recovertime = 38
ID = 240

[State 240]
type = varset
trigger1 = EnemyNear,StateType != A
trigger1 = movehit = 1
var(21) = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause=1

[State 240]
type = TargetState
trigger1 = EnemyNear,StateType != A
trigger1 = movehit = 1
value = 241
ID = 240
ignorehitpause=1

[State 240,]
type = Explod
trigger1 = movehit = 1
anim = 6003
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1
persistent=0

[State 240,]
type = Explod
trigger1= movehit = 1
anim = 6032
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5
persistent=0

[State 240,]
type = Explod
trigger1 = MoveGuarded = 1
anim = 6011
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5
persistent=0

[State 240,ホーミングジャンプ]
type = ChangeState
value = 245
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact
trigger1= Numtarget(240) && target(240),stateno = [241,242]

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ダストやられモーション１

[Statedef 241]
type    = A
movetype= H
physics = N
velset = 0,0

[State 241, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5030

[State 241, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 241, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 242

;---------------------------------------------------------------------------
; ダストやられモーション2

[Statedef 242]
type    = A
movetype= H
physics = N
velset = 0,0

[State 242, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5030

[State 242, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 242, 画像表示優先度]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 242, 移動速度]
type = VelSet
trigger1 = 1
x = -1.7
y = -9

[State 242, ステート変更]
type = ChangeState
trigger1 = Pos Y <= -400
value = 243
ctrl = 0

;---------------------------------------------------------------------------
; ダストやられモーション3

[Statedef 243]
type    = A
movetype= H
physics = A
poweradd = 0

[State 243,]
type = SelfState
Trigger1 = Time = 0
value = 5050

[State 243, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ホーミングジャンプ

[Statedef 245]
type    = A
movetype= I
physics = N
juggle  = 6
poweradd= 0
anim = 245
ctrl = 1
sprpriority = 2

[State 245,]
type = PosSet
trigger1 = var(23) = 0
y = 30

[State 245, 音を鳴らす]
type = PlaySnd
trigger1 = var(23) = 0
value = 30, 3

[State 245]
type = varset
trigger1 = time = 0
var(22) = 1
supermovetime = 0
pausemovetime = 0

[State 245, 残像]
type = AfterImage
trigger1 = time = 0
length = 10
PalBright   = 30,30,30
PalContrast = 120,120,120
PalAdd      = 0,0,0
PalMul      = .85,.85,.85
TimeGap  = 1
FrameGap = 3
Trans = add1
time = 100000

[State 245, 移動速度]
type = VelSet
trigger1 = var(23) = [0,39]
x = 1.5
y = -8
supermovetime = 0
pausemovetime = 0

[State 245, 移動速度]
type = Veladd
trigger1 = var(23) != [0,39]
y = .4

[State 245, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 地面殴り（弱）

[Statedef 400]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 0

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 60
priority  = 3
animtype  = hard
hitflag = M
guardflag = L
pausetime = 15,15
sparkno = -1
sparkxy = -10,-42
hitsound   = s10,1
guardsound = s20,1
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
ID = 400

[State 400,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 1
anim = 6050
postype = p1
pos = 20, 0
scale = 0.5,0.5
removetime = 16
bindtime = 16
pausemovetime = 0
removeongethit = 1

[State 400,]
type = EnvShake
trigger1 = AnimElem = 5
time = 5
freq = 120
ampl = -15

[State 400,]
type = Explod
trigger1= movehit
trigger1= Numtarget(400)
trigger1= (target(400),movetype=H) && !(target(400),time)
anim = 6000
ID = 400
facing = -1
postype = p2
pos = 0,-20
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 400,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(400)
trigger1= (target(400),movetype=H) && !(target(400),time)
anim = 6011
ID = 400
facing = -1
postype = p2
pos = 0,-20
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 400,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 地面殴り（強）

[Statedef 410]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 0
ctrl = 0
anim = 410
sprpriority = 2

[State 410,]
type = AttackDist
trigger1 = 1
value = 280

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 0

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 100
priority  = 3
animtype  = up
hitflag = M
guardflag = L
pausetime = 15,15
sparkno = -1
sparkxy = -10,-42
hitsound   = s10,1
guardsound = s20,1
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -2,-10
air.velocity = -2,-10
fall = 1
fall.recovertime = 30
ID = 410

[State 410,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 1
anim = 6050
postype = p1
pos = 20, 0
scale = 0.5,0.5
removetime = 16
bindtime = 16
pausemovetime = 0
removeongethit = 1

[State 410,]
type = EnvShake
trigger1 = AnimElem = 5
time = 8
freq = 160
ampl = -30

[State 410,]
type = Explod
trigger1= movehit
trigger1= Numtarget(410)
trigger1= (target(410),movetype=H) && !(target(410),time)
anim = 6000
ID = 410
facing = -1
postype = p2
pos = 0,-20
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 410,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(410)
trigger1= (target(410),movetype=H) && !(target(410),time)
anim = 6011
ID = 410
facing = -1
postype = p2
pos = 0,-20
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5


[State 410,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中ダッシュ

[Statedef 500]
type    = A
movetype= I
physics = N
velset = ifelse(PalNo = 11,15,9),0
anim = 500
sprpriority = 1
poweradd= 25
ctrl = 0

[State 500, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "air"
stateno = 550
ID = 550
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 500, 4]
type = CtrlSet
trigger1 = Time >= 4
trigger1 = PalNo != 11
value = 1

[State 500, 4]
type = CtrlSet
trigger1 = Time >= 2
trigger1 = PalNo = 11
value = 1

[State 500,]
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 6015
postype = p1
pos = -20, -80
scale = 0.5,0.5
removetime = 12

[State 500,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 500, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 2

[State 500, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 501

;---------------------------------------------------------------------------
;空中ダッシュ落下

[Statedef 501]
type    = A
movetype= I
physics = A
poweradd= 0
velset = 7,0
anim = 501
ctrl = 1
sprpriority = 2

[State 501, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中バクステ落下

[Statedef 502]
type    = A
movetype= I
physics = A
poweradd= 0
velset = -5,0
anim = 501
ctrl = 1
sprpriority = 2

[State 501, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中バクステ

[Statedef 505]
type    = A
movetype= I
physics = N
velset = ifelse(PalNo = 11,-12,-7),0
anim = 505
sprpriority = 1
ctrl = 0

[State 505, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "air"
stateno = 550
ID = 550
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 505, 4]
type = CtrlSet
trigger1 = Time >= 4
trigger1 = PalNo != 11
value = 1

[State 505, 4]
type = CtrlSet
trigger1 = Time >= 2
trigger1 = PalNo = 11
value = 1

[State 505,]
type = Explod
trigger1 = Time = 0
persistent = 0
facing = -1
anim = 6015
postype = p1
pos = 20, -80
scale = 0.5,0.5
removetime = 12

[State 505,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 505, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 2

[State 505, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 502

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中前ジャンプ

[Statedef 510]
type    = A
movetype= I
physics = A
velset = ifelse(PalNo = 11,5,2.7),-8.2
anim = 41
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 510, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中垂直ジャンプ

[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-8.2
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 515, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0
;---------------------------------------------------------------------------
;空中後ろジャンプ

[Statedef 520]
type    = A
movetype= I
physics = A
velset = ifelse(PalNo = 11,-5,-2.7),-8.2
anim = 41
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 520, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0

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

;---------------------------------------------------------------------------
; ハイジャンプ(出始め)
[Statedef 525]
type    = S
movetype= I
physics = S
anim = 525
ctrl = 0
sprpriority = 1

[State 525,]
type = Varset
trigger1 =  command != "holdfwd"
trigger2 =  command != "holdback"
v = 24
value = 1

[State 525,]
type = Varset
trigger1 =  command = "holdfwd"
v = 24
value = 2

[State 525,]
type = Varset
trigger1 =  command = "holdback"
v = 24
value = 3

[State 525, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
trigger1 =  PrevStateNo = [100,102]
x = (Vel X*1.5)

[State 525,]
type = Varset
trigger1 =  PrevStateNo = [100,102]
v = 25
value = 1

[State 525,]
type = ChangeState
trigger1 = AnimTime = 0
value = 526
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ハイジャンプ(ジャンプ)
[Statedef 526]
type    = A
movetype= I
physics = N
anim = 526
ctrl = 1
sprpriority = 1

[State 526,]
type = Explod
trigger1 = Time = 0
trigger1 = Pos Y >= -10
persistent = 0
anim = 6016
postype = p1
pos = -20, 10
scale = 0.5,0.5
removetime = 43

[State 526,]
type = Varset
trigger1 = time = 0
v = 0
value = 1

[State 526, 残像]
type = AfterImage
trigger1 = time = 0
length = 10
PalBright   = 30,30,30
PalContrast = 120,120,120
PalAdd      = 0,0,0
PalMul      = .85,.85,.85
TimeGap  = 1
FrameGap = 3
Trans = add1
time = 100000

[State 526, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 3

[State 526, 速度加算]
type = VelAdd
Trigger1 = 1
y = .37

[State 526, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) = 0
Y = -12

[State 526, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) = 0
trigger1 = var(24) = 1
X = 0

[State 526, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) = 0
trigger1 = var(24) = 2
X = ifelse((var(25)= 1),6,3.5)

[State 526, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) = 0
trigger1 = var(24) = 3
X = -3.5

[State 526, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中RC

[Statedef 530]
type    = A
movetype= I
physics = A
poweradd= 0
anim = 501
ctrl = 1
sprpriority = 2

[State 530, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中ダッシュ慣性

[Statedef 550]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 550
ctrl = 0
sprpriority = -5

[State 550,]
type = destroyself
trigger1 = root,stateno != [500,505]
trigger1 = root,stateno != [600,630]
trigger2 = NumHelper(550) = 2

[State 550, ステート変更]
type = ChangeState
trigger1 = time = 13
value = 551
ctrl = 0


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中ダッシュ慣性

[Statedef 551]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 550
ctrl = 0
sprpriority = -5

[State 550,]
type = destroyself
trigger1 = root,stateno != [500,505]
trigger1 = root,stateno != [600,630]
trigger2 = root,statetype != A

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;FRC判定

[Statedef 555]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 550
ctrl = 0
sprpriority = -5

[State 555]
type = parentvarset
trigger1 = root,stateno != 230
trigger1 = root,stateno != 630
trigger1 = root,stateno != 1000
trigger1 = root,stateno != 1040
trigger1 = root,stateno != 1060
var(7) = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 555]
type = parentvaradd
trigger1 = root,stateno = 230
trigger2 = root,stateno = 630
trigger3 = root,stateno = 1000
trigger4 = root,stateno = 1040
var(7) = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ジャンプP

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 600, ダスト]
type = VelSet
trigger1 = var(23) = [1,39]
trigger1 = Prevstateno != [500,505]
x = 1.7
y = -6
supermovetime = 0
pausemovetime = 0

[State 600,ダスト]
type = StateTypeSet
trigger1 = var(23) = [1,39]
trigger1 = Prevstateno != [500,505]
physics = N
supermovetime = 0
pausemovetime = 0

[State 600,ダスト]
type = StateTypeSet
trigger1 = var(23) != [1,39]
trigger1 = Prevstateno != [500,505]
physics = A
supermovetime = 0
pausemovetime = 0

[State 600,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 550
y = 0

[State 600,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = Vel X >= 1
x = 7

[State 600,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = Vel X <= -1
x = -5

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 26, 0
animtype = Light
guardflag = HA
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 0
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 25 
ground.cornerpush.veloff = -4.5
air.fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]) ,48,17)
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,600)

[State 600,ダスト]
type = TargetState
trigger1= movehit
trigger1= enemynear,MoveType = H
trigger1= Var(21) = [1,29]
value = 241
ID = 240


[State 600,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
anim = 6020
postype = p1
pos = 0, -140
scale = 0.9,0.9
removetime = 12
bindtime = 12
ID = 600

[State 600,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(600)
trigger1= (target(600),movetype=H) && !(target(600),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6001
ID = 600
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 600,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(600)
trigger1= (target(600),movetype=H) && !(target(600),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6031
ID = 600
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 600,ホーミングジャンプ]
type = ChangeState
value = 245
triggerall = command = "holdup"
triggerall = var(23) = [1,39]
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ホーミングジャンプ]
type = ChangeState
value = 245
triggerall = var(23) = [1,39]
trigger1 = AnimTime = 0

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, コントロール可否]
type = CtrlSet
trigger1 = Time = 8
value = 1

;---------------------------------------------------------------------------
; ジャンプK

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2

[State 610, ダスト]
type = VelSet
trigger1 = var(23) = [1,39]
trigger1 = Prevstateno != [500,505]
x = 1.7
y = -6
supermovetime = 0
pausemovetime = 0

[State 610,ダスト]
type = StateTypeSet
trigger1 = var(23) = [1,39]
trigger1 = Prevstateno != [500,505]
physics = N
supermovetime = 0
pausemovetime = 0

[State 610,ダスト]
type = StateTypeSet
trigger1 = var(23) != [1,39]
trigger1 = Prevstateno != [500,505]
physics = A
supermovetime = 0
pausemovetime = 0

[State 610,]
type = AttackDist
trigger1 = 1
value = 250

[State 610,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 550
y = 0

[State 610,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = Vel X >= 1
x = 7

[State 610,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = Vel X <= -1
x = -5

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = HA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -2.5,-4
air.fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]),48,27)
ground.cornerpush.veloff = -4.4
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,610)

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = HA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = s10,2
guardsound = s20,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -2.5,-6
air.fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]),48,27)
ground.cornerpush.veloff = -3.4
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,610)

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = HA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -2.5,-4
air.fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]),48,27)
ground.cornerpush.veloff = -3.4
ID = ifelse((Var(21) = [1,29])  && enemynear,MoveType = H,240,610)

[State 610,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 610,]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
sprpriority = 5
anim = 215
postype = p1
pos = -5, -158
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 215

[State 610,]
type = RemoveExplod
trigger1 = AnimElem = 4
ID = 215

[State 610,]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
sprpriority = 5
anim = 216
postype = p1
pos = -10, -170
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 216

[State 610,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 216

[State 610,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 217
postype = p1
pos = -40, -160
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 217

[State 610,]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 217

[State 610,]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
sprpriority = 5
anim = 218
postype = p1
pos = -32, -175
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 218

[State 610,]
type = RemoveExplod
trigger1 = AnimElem = 7
ID = 218

[State 610,]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
sprpriority = -2
anim = 219
postype = p1
pos = -40, -170
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
ID = 219

[State 610,]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 219

[State 610,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(610)
trigger1= (target(610),movetype=H) && !(target(610),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && (target(240),time = 0)
anim = 6004
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 610,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(610)
trigger1= (target(610),movetype=H) && !(target(610),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6032
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 610,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(610)
trigger1= (target(610),movetype=H) && !(target(610),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 610,ホーミングジャンプ]
type = ChangeState
value = 245
triggerall = command = "holdup"
triggerall = var(23) = [1,39]
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ホーミングジャンプ]
type = ChangeState
value = 245
triggerall = var(23) = [1,39]
trigger1 = AnimTime = 0

[State 610,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

;---------------------------------------------------------------------------
; ジャンプS

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 620
sprpriority = 2

[State 620, ダスト]
type = VelSet
trigger1 = var(23) = [1,39]
trigger1 = Prevstateno != [500,505]
x = 1.7
y = -6
supermovetime = 0
pausemovetime = 0

[State 620,ダスト]
type = StateTypeSet
trigger1 = var(23) = [1,39]
trigger1 = Prevstateno != [500,505]
physics = N
supermovetime = 0
pausemovetime = 0

[State 620,ダスト]
type = StateTypeSet
trigger1 = var(23) != [1,39]
trigger1 = Prevstateno != [500,505]
physics = A
supermovetime = 0
pausemovetime = 0

[State 620,]
type = AttackDist
trigger1 = 1
value = 250

[State 620,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 550
y = 0

[State 620,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = Vel X >= 1
x = 7

[State 620,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = Vel X <= -1
x = -5
[State 620, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = 0, 1

[State 620, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 60
guardflag = HA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-37
hitsound   = s10,3
guardsound = s20,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -8
air.velocity = -2.8,-6.5
air.fall = 1
fall.recovertime = 48
ground.cornerpush.veloff = -10.5
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,620)

[State 620,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 620,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(620)
trigger1= (target(620),movetype=H) && !(target(620),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6003
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 620,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(620)
trigger1= (target(620),movetype=H) && !(target(620),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6032
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 620,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(620)
trigger1= (target(620),movetype=H) && !(target(620),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 620,ホーミングジャンプ]
type = ChangeState
value = 245
triggerall = command = "holdup"
triggerall = var(23) = [1,39]
triggerall = movecontact
Trigger1=var(59) = 0
Trigger2=var(59) != 0

[State 620,ホーミングジャンプ]
type = ChangeState
value = 245
triggerall = var(23) = [1,39]
trigger1 = AnimTime = 0

[State 620,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 620,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 620,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(23) != [1,39]
triggerall = var(0) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

;---------------------------------------------------------------------------
; ジャンプHS

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 630,]
type = Varset
type = ChangeState
triggerall = Var(7) = [17,18]
triggerall = power >= 500
trigger1 = command = "RC"
trigger1 = var(59) = 0
v = 8
value = 1
ignorehitpause=1

[State 630,]
type = Velset
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
trigger1 = Vel X = 0
x = 0
y = - 0.5

[State 630,]
type = Velset
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
trigger1 = Vel X >= 1
x = 1
y = - 0.5

[State 630,]
type = Velset
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
trigger1 = Vel X <= -1
x = -1
y = - 0.5

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 100, 1

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 1

[State 630,]
type = AttackDist
trigger1 = 1
value = 250

[State 630, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Hard
damage    = 120
guardflag = HA
pausetime = 20,20
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,3
guardsound = s20,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -7
air.velocity = -7,14.8
air.fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]),48,500)
ground.cornerpush.veloff = -7.5
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,630)

[State 630,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 630,]
type = Varset
type = ChangeState
triggerall = RoundState = 2
triggerall = Var(7) = 18
triggerall = power >= 500
triggerall = var(59) != 0
triggerall = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger1 = EnemyNear,MoveType != H
trigger1 = PalNo = 12
v = 8
value = 1
ignorehitpause=1

[State 630,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 6029
id = 630
postype = p1
pos = 30, -50
scale = 0.9,0.9
removetime = 9
bindtime = 9
pausemovetime = 0
removeongethit = 1

[State 630,]
type = Explod
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(7) <= 2
trigger1 = NumExplod(238) <= 2
sprpriority = 5
anim = 238
postype = p1
pos = 32, -47
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 0
removeongethit = 1
ID = 238

[State 630,]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 238

[State 630,]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
sprpriority = 5
anim = 6030
id = 630
postype = p1
pos = 30, -50
scale = 0.9,0.9
removetime = 6
bindtime = 6
pausemovetime = 0
removeongethit = 1

[State 630,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(630)
trigger1= (target(630),movetype=H) && !(target(630),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6002
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 630,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(630)
trigger1= (target(630),movetype=H) && !(target(630),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6033
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 630,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(630)
trigger1= (target(630),movetype=H) && !(target(630),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

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

;---------------------------------------------------------------------------
; ジャンプD

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 640
sprpriority = 2

[State 640,]
type = AttackDist
trigger1 = 1
value = 150

[State 640,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 550
y = 0

[State 640,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = AnimElemTime(4) <= 0
trigger1 = Vel X >= 1
x = 7

[State 640,]
type = Velset
trigger1 = NumHelper(550)
trigger1 = Helper(550),stateno = 551
trigger1 = AnimElemTime(4) <= 0
trigger1 = Vel X <= -1
x = -5

[State 640,]
type = Velset
trigger1 = AnimElemTime(4) = 0
x = -3
y = -3

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 0, 1

[State 640, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 75
guardflag = HA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-37
hitsound   = s10,3
guardsound = s20,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -9,-7 + ifelse(EnemyNear,movetype = H,(enemy,GethitVar(hitcount)/4),0)
air.velocity = -9,-7 + ifelse(EnemyNear,movetype = H,(enemy,GethitVar(hitcount)/4),0)
fall = 1
fall.recovertime = 48
ground.cornerpush.veloff = -10.5
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,640)

[State 640,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 640,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(640)
trigger1= (target(640),movetype=H) && !(target(640),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6003
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 640,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(640)
trigger1= (target(640),movetype=H) && !(target(640),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6032
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 640,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(640)
trigger1= (target(640),movetype=H) && !(target(640),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 640, コントロール可否]
type = CtrlSet
trigger1 = Time = 22
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; DAA

[Statedef 700]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 700
sprpriority = 2

[State 700,]
type = AttackDist
trigger1 = 1
value = 250

[State 700, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(9) < 0
value = SCA
time = 1

[State 700, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(12) < 0
value = ,NTSTHT
time = 1

[State 700, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = 0, 1

[State 700, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 60
guardflag = MA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-37
hitsound   = s10,3
guardsound = s20,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4,-6
air.velocity = -4,-5.5
fall = 1
fall.recovertime = 120
ID = 700

[State 700,]
type = Explod
trigger1= movehit
trigger1= Numtarget(700)
trigger1= (target(700),movetype=H) && !(target(700),time)
anim = 6003
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 1,1

[State 700,]
type = Explod
trigger1= movehit
trigger1= Numtarget(700)
trigger1= (target(700),movetype=H) && !(target(700),time)
anim = 6032
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 700,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(700)
trigger1= (target(700),movetype=H) && !(target(700),time)
anim = 6011
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 700, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 金サイクバースト

[Statedef 750]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
anim = 750
sprpriority = 2

[State 750,バーストゲージ消費]
type = Varset
trigger1 = time = 0
v = 55
value = 6001
ignorehitpause = 1

[State 750,ゲージ回復]
type = powerset
trigger1 = Numhelper(755)
trigger1 = helper(755),Movehit = 1
value = powermax
ignorehitpause = 1

[State 750]
type = varset
trigger1 = time = 0
var(18) = 0
ignorehitpause = 1

[State 750,]
type = AttackDist
trigger1 = 1
value = 250

[State 750, 無敵]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NP,SP,HP
time = 1

[State 750, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(7) = 0
Persistent = 0
name = "kinburst"
stateno = 755
ID = 755
pos = 0,-105
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
helpertype = normal

[State 750, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) <= 0
x = 0
y = -4

[State 750, 移動速度]
type = VelSet
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(9) <= 0
x = 0
y = 0

[State 750,]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0 
statetype = A
movetype = A
physics = A

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

;---------------------------------------------------------------------------
; 青サイクバースト

[Statedef 751]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
anim = 751
sprpriority = 2

[State 751,バーストゲージ消費]
type = Varset
trigger1 = time = 0
v = 55
value = 0
ignorehitpause = 1

[State 751,バーストゲージ回復]
type = Varset
trigger1 = Numhelper(756)
trigger1 = helper(756),Movehit = 1
v = 55
value = 6001
ignorehitpause = 1

[State 751]
type = varset
trigger1 = time = 0
var(18) = 0
ignorehitpause = 1

[State 751,]
type = AttackDist
trigger1 = 1
value = 250

[State 751, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(9) <= 0
value = ,NA,SA,HA,NP,SP,HP
time = 1

[State 751, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(7) = 0
Persistent = 0
name = "aoburst"
stateno = 756
ID = 756
pos = 0,-105
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
helpertype = normal

[State 751, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) <= 0
x = 0
y = -3

[State 751, 移動速度]
type = VelSet
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(9) <= 0
x = 0
y = 0

[State 751, 移動速度]
type = Veladd
trigger1 = AnimElemTime(9) >= 0
y = .45

[State 751, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 金サイクバースト

[Statedef 755]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 7103
ctrl = 0
sprpriority = 5

[State 755, 画像表示優先度]
type = SprPriority
trigger1 = 1
value = 5

[State 755, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 755, 0

[State 755, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 20, 2

[State 755, ヒット定義]
type = HitDef
trigger1 = enemynear,movetype != H
trigger1 = EnemyNear,StateNo != [120,155]
trigger1 = Time = 0
attr = S, HP
animtype  = Hard
damage    = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = s10,4
guardsound = s20,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -7,-4
air.velocity = -10,-3
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 500
ID = 755

[State 755,]
type = Explod
trigger1= movehit
trigger1= Numtarget(755)
trigger1= (target(755),movetype=H) && !(target(755),time)
anim = 6045
ID = 755
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 755,]
type = Explod
trigger1= movehit
trigger1= Numtarget(755)
trigger1= (target(755),movetype=H) && !(target(755),time)
anim = 6046 + (random%2)
ID = 755
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 755,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(755)
trigger1= (target(755),movetype=H) && !(target(755),time)
anim = 6010
ID = 755
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 755, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

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

;---------------------------------------------------------------------------
; 青サイクバースト

[Statedef 756]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 7104
ctrl = 0
sprpriority = 5

[State 756, 画像表示優先度]
type = SprPriority
trigger1 = 1
value = 5

[State 756, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 755, 0

[State 756, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 20, 2

[State 756, ヒット定義]
type = HitDef
trigger1 = enemynear,movetype != H
trigger1 = EnemyNear,StateNo != [120,155]
trigger1 = Time = 0
attr = S, HP
animtype  = Hard
damage    = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = s10,4
guardsound = s20,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -7,-4
air.velocity = -10,-3
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 30
ID = 756

[State 756,]
type = Explod
trigger1= movehit
trigger1= Numtarget(755)
trigger1= (target(755),movetype=H) && !(target(755),time)
anim = 6045
ID = 756
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 756,]
type = Explod
trigger1= movehit
trigger1= Numtarget(756)
trigger1= (target(756),movetype=H) && !(target(756),time)
anim = 6046 + (random%2)
ID = 756
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 756,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(756)
trigger1= (target(756),movetype=H) && !(target(756),time)
anim = 6010
ID = 756
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 756, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 必殺技
;---------------------------------------------------------------------------
; ルイナス・ペイン

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 33
anim = 1000
ctrl = 0
sprpriority = -1

[State 1000]
type = varset
triggerall = time= 0
trigger1 = prevstateno = 1020
trigger2 = prevstateno = 1025
var(20) = 1

[State 1000,]
type = Varset
type = ChangeState
triggerall = Var(7) = [27,29]
triggerall = power >= 500
trigger1 = var(59) = 0
trigger1 = command = "RC"
trigger2 = RoundState = 2
trigger2 = var(59) != 0
trigger2 = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger2 = power <= 2500 && EnemyNear,Life <= 700 || PalNo = 12
v = 8
value = 1
ignorehitpause=1

[State 1000,]
type = AttackDist
trigger1 = 1
value = 350

[State 1000,]
type = Explod
trigger1 = PalNo != 11
trigger1 = AnimElemTime(5) = 4
trigger2 = PalNo = 11
trigger2 = AnimElemTime(1) = 0
persistent = 0
anim = 6022
postype = p1
pos = 20,-100
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 13
ignorehitpause = 1
scale = 0.9,0.9

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(10) = 0
Persistent = 0
name = "ruinasu"
stateno = 1001
ID = 1000
pos = 40,-100
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9 
helpertype = normal

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 100, 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ルイナス・ペイン弾

[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 4,0
anim = 6023
ctrl = 0
sprpriority = 5

[State 1001, ]
type = HitOverride
trigger1 = var(1) >= 2
attr = SCA,NP, SP, HP
slot = 1
stateno = 1002
time = 1
forceair = 0

[State 1001, ]
type = HitOverride
trigger1 = var(1) <= 1
attr = SCA,NP, SP, HP
slot = 1
stateno = 1001
time = 1
forceair = 0

[State 1001, 無敵]
type = NotHitBy
trigger1 = 1
value = ,NA, SA, HA, NT, ST, HT
time = 1

[State 1001, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(2) = 0
trigger3 = AnimElemTime(3) = 0
trigger4 = AnimElemTime(4) = 0
attr = S, SP
animtype  = Medium
damage    = ifelse(root,PalNo = 11,24,12),ifelse(root,PalNo = 11,8,4)
guardflag = MA
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -3.6
air.velocity = -3.6,-4
air.fall = 1
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
ID = 1001

[State 1001,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1001)
trigger1= (target(1001),movetype=H) && !(target(1001),time)
anim = 6045
ID = 1001
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1001,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1001)
trigger1= (target(1001),movetype=H) && !(target(1001),time)
anim = 6046 + (random%2)
ID = 1001
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1001,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(1001)
trigger1= (target(1001),movetype=H) && !(target(1001),time)
anim = 6010
ID = 1001
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1001,]
type = Varadd
trigger1 = Time = 0
v = 1
value = 1

[State 1001, ステート変更]
type = ChangeState
triggerall = var(1) <= 3
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

[State 1001, ステート変更]
type = ChangeState
triggerall = root,PalNo != 11
trigger1 = var(1) >= 3
trigger1 = AnimTime = 0
trigger2 = root,MoveType = H
trigger2 = root,StateNo!=[120,155]
value = 1002
ctrl = 0

[State 1001, ステート変更]
type = ChangeState
triggerall = root,PalNo = 11
trigger1 = Time = 1000
value = 1002
ctrl = 0

;---------------------------------------------------------------------------
; ルイナス・ペイン弾消滅

[Statedef 1002]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 4,0
anim = 6024
ctrl = 0
sprpriority = 5

[State 1002,]
type = Varset
trigger1 = Time = 0
v = 1
value = 0

[State 1002, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; サブバート・オラクル

[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 33
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010]
type = varset
triggerall = time= 0
trigger1 = prevstateno = 1020
trigger2 = prevstateno = 1025
var(20) = 1

[State 1010,]
type = AttackDist
trigger1 = 1
value = 250

[State 1010,]
type = EnvShake
trigger1 = AnimElem = 5
time = 8
freq = 160
ampl = -30

[State 1010, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(5) = 0
Persistent = 0
name = "sabuba-to"
stateno = 1011
ID = 1010
pos = 20,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0
helpertype = normal

[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 3

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 炎

[Statedef 1011]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6025
ctrl = 0
sprpriority = 1

[State 1011,]
type = AttackDist
trigger1 = 1
value = 250

[State 1011,]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1011, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(7) = 0
trigger4 = AnimElemTime(8) = 0
trigger5 = AnimElemTime(9) = 0
trigger6 = AnimElemTime(10) = 0
trigger7 = AnimElemTime(11) = 0
trigger8 = AnimElemTime(12) = 0
trigger9 = AnimElemTime(13) = 0
attr = S, SP
animtype  = Medium
damage    = ifelse(root,PalNo = 11,40,14),4
guardflag = MA
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound   = s10,4
guardsound = s20,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -1.5
air.velocity = -1.5,-1
air.fall = 1
palfx.time = 50
palfx.add = 250,100,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
ID = 1011

[State 1011,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1011)
trigger1= (target(1011),movetype=H) && !(target(1011),time)
anim = 6045
ID = 1011
facing = -1
postype = p2
pos = 0,-10
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1011,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1011)
trigger1= (target(1011),movetype=H) && !(target(1011),time)
anim = 6046 + (random%2)
ID = 1011
facing = -1
postype = p2
pos = 0,-10
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1011,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(1011)
trigger1= (target(1011),movetype=H) && !(target(1011),time)
anim = 6010
ID = 1001
facing = -1
postype = p2
pos = 0,-10
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1011, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = root,MoveType = H
trigger2 = root,StateNo!=[120,155]


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アブソリュート・パニッシュ地上

[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 33
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020, 無敵]
type = NotHitBy
trigger1 = PalNo != 11
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) <= 0
trigger2 = PalNo = 11
trigger2 = AnimElemTime(1) >= 0
trigger2 = AnimElemTime(6) <= 0
value = SCA
time = 1

[State 1020,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6026
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 10
bindtime = 10
pausemovetime = 1
removeongethit = 1

[State 1020,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
ID = 1020
anim = 1030
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 1
removeongethit = 1

[State 1020,]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 1020

[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 4

[State 1020, 移動速度]
type = VelSet
trigger1 = PalNo != 11
trigger1 = AnimElem = 2
x = 10

[State 1020, 移動速度]
type = VelSet
trigger1 = PalNo = 11
trigger1 = AnimElem = 2
x = 18

[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 8
x = 3

[State 1020, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 22, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -4
guard.velocity = -14
air.velocity = -5,-4
airguard.velocity = -14, -4
air.fall = 1
fall.recovertime = 40
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 1020

[State 1020,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1020)
trigger1= (target(1020),movetype=H) && !(target(1020),time)
anim = 6045
ID = 1020
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1020,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1020)
trigger1= (target(1020),movetype=H) && !(target(1020),time)
anim = 6046 + (random%2)
ID = 1020
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1020,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(1020)
trigger1= (target(1020),movetype=H) && !(target(1020),time)
anim = 6010
ID = 1020
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1020, ステート変更]
type = ChangeState
trigger1 = HitCount > 3
trigger1 = AnimElemTime(7) >= 0
value = 1025
ctrl = 0

[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アブソリュート・パニッシュ空中

[Statedef 1022]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 33
velset = 0,0
anim = 1022
ctrl = 0
sprpriority = 2

[State 1022]
type = varset
triggerall = time= 0
trigger1 = prevstateno = 1060
var(20) = 1

[State 1022,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6026
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 10
bindtime = 10
pausemovetime = 1
removeongethit = 1

[State 1022,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
ID = 1020
anim = 1030
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 1
removeongethit = 1

[State 1022,]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 1020

[State 1022, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 4

[State 1022, 移動速度]
type = VelSet
trigger1 = PalNo != 11
trigger1 = AnimElem = 2
x = 10

[State 1022, 移動速度]
type = VelSet
trigger1 = PalNo = 11
trigger1 = AnimElem = 2
x = 18

[State 1022, 移動速度]
type = VelSet
trigger1 = AnimElem = 8
x = 3

[State 1022, 移動速度]
type = Veladd
trigger1 = AnimElemTime(9) >= 0
y = .45

[State 1022, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 20, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -4
guard.velocity = -12
air.velocity = -4,-4
air.fall = 1
airguard.velocity = -12, -4
fall.recovertime = ifelse((Var(21) = [1,29]),48,40)
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,1022)

[State 1022,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 1022,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1022)
trigger1= (target(1022),movetype=H) && !(target(1022),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6045
ID = 1022
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1022,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1022)
trigger1= (target(1022),movetype=H) && !(target(1022),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6046 + (random%2)
ID = 1022
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1022,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(1022)
trigger1= (target(1022),movetype=H) && !(target(1022),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6010
ID = 1022
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1022, ステート変更]
type = ChangeState
trigger1 = HitCount > 3
trigger1 = AnimElemTime(7) >= 0
value = 1027
ctrl = 0

[State 1022, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; アブソリュート・パニッシュ後退

[Statedef 1025]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 10
velset = 0,0
anim = 1025
ctrl = 0
sprpriority = 2

[State 1025,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6027
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 18
bindtime = 18
pausemovetime = 1
removeongethit = 1

[State 1025, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = -10

[State 1025, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = -4

[State 1025, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -2

[State 1025, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 30, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = 4, -4
guard.velocity = -4
air.velocity = 4,-4
airguard.velocity = -4, -4
fall = 1
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,15,42)
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 1025

[State 1025,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1025)
trigger1= (target(1025),movetype=H) && !(target(1025),time)
anim = 6045
ID = 1025
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1025,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1025)
trigger1= (target(1025),movetype=H) && !(target(1025),time)
anim = 6046 + (random%2)
ID = 1025
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1025,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(1025)
trigger1= (target(1025),movetype=H) && !(target(1025),time)
anim = 6010
ID = 1025
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1025, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アブソリュート・パニッシュ空中後退

[Statedef 1027]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 10
velset = 0,0
anim = 1027
ctrl = 0
sprpriority = 2

[State 1027,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6027
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 18
bindtime = 18
pausemovetime = 1
removeongethit = 1

[State 1027, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = -10

[State 1027, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = -4

[State 1027, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -2

[State 1027, 移動速度]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .45

[State 1027, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 30, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = 4, -4
guard.velocity = -4
air.velocity = 2,-7
airguard.velocity = -2, -7
fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]),48,27)
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,1027)

[State 1027,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 1027,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1027)
trigger1= (target(1027),movetype=H) && !(target(1027),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6045
ID = 1027
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1027,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1027)
trigger1= (target(1027),movetype=H) && !(target(1027),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6046 + (random%2)
ID = 1027
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1027,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(1027)
trigger1= (target(1027),movetype=H) && !(target(1027),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6010
ID = 1027
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1027, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; 波動

[Statedef 1040]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 28
anim = 1040
ctrl = 0
sprpriority = -1

[State 1040]
type = varset
triggerall = time= 0
trigger1 = prevstateno = 1022
trigger2 = prevstateno = 1027
trigger3 = prevstateno = 1060
var(20) = 1

[State 1040,]
type = Varset
type = ChangeState
triggerall = Var(7) = [10,11]
triggerall = power >= 500
trigger1 = var(59) = 0
trigger1 = command = "RC"
trigger2 = RoundState = 2
trigger2 = var(59) != 0
trigger2 = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger2 = NumTarget(1041)
trigger2 = Target(1041),StateNo = 1042
trigger2 = power <= 2500 && EnemyNear,Life <= 700
trigger3 = var(59) != 0
trigger3 = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger3 = PalNo = 12
v = 8
value = 1
ignorehitpause=1

[State 1040, 移動速度]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(9) <= 0
y = -3

[State 1040, 移動速度]
type = VelSet
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) <= 0
x = -3
y = -3

[State 1040, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(10) = 0
Persistent = 0
name = "hadou"
stateno = 1041
ID = 1040
pos = 0,-80
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 1040, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = 100, 4

;---------------------------------------------------------------------------
; 波動弾

[Statedef 1041]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6511
ctrl = 0
sprpriority = 5

[State 1041, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = A, SP
animtype  = Medium
damage    = 90
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -16,-4
airguard.velocity = -6,-4
air.fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]),48,80)
palfx.time = 40
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,1041)
ignorehitpause=1


[State 1041,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 1041]
type = TargetState
trigger1 = Var(21) != [1,29]
trigger1 = movehit = 1
trigger1 = NumTarget(1041)
trigger1 = Target(1041),StateType = A
value = 1042
ID = 1041
ignorehitpause=1

[State 1041,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1041)
trigger1= (target(1041),movetype=H) && !(target(1041),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6045
ID = 1041
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1041,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1041)
trigger1= (target(1041),movetype=H) && !(target(1041),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6046 + (random%2)
ID = 1041
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1041,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(1041)
trigger1= (target(1041),movetype=H) && !(target(1041),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6010
ID = 1041
facing = -1
postype = p2
pos = 0,-70
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1041, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

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

;------------------
;硬直時間
[Statedef 1042]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1042, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 1042

[State 1042, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1043

;------------------
;------------------
;吹っ飛ぶ
[Statedef 1043]
type    = A
movetype= H
physics = N

[State 1043, 攻撃を食らった時の移動速度]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1043, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 1043, ステート変更]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1044

[State 1043, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
;壁に当たる
[Statedef 1044]
type    = A
movetype= H
physics = N

[State 1044, 軸位置移動]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1044, 移動を止める]
type = PosFreeze
trigger1 = Time = 0
x = 1
y = 1

[State 1044, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1044, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 1045

;------------------
;壁からのバウンド
[Statedef 1045]
type    = A
movetype= H
physics = N

[State 1045, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5030

[State 1045, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 1045, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -3

[State 1045, 移動速度]
type = VelSet
trigger1 = Time = 0
x = 1.4

[State 1045, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; チェーン

[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 28
anim = 1050
ctrl = 0
sprpriority = -1

[State 1050]
type = varset
triggerall = time= 0
trigger1 = prevstateno = 1020
trigger2 = prevstateno = 1025
var(20) = 1

[State 1050,]
type = AttackDist
trigger1 = 1
value = 350

[State 1050, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(4) = 0
Persistent = 0
name = "hadou"
stateno = 1051
ID = 1050
pos = 150,10
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 鎖

[Statedef 1051]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6512
ctrl = 0
sprpriority = 5

[State 1051, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 0

[State 1051, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(2) = 0
trigger3 = AnimElemTime(3) = 0
trigger4 = AnimElemTime(4) = 0
trigger5 = AnimElemTime(5) = 0
trigger6 = AnimElemTime(6) = 0
trigger7 = AnimElemTime(7) = 0
trigger8 = AnimElemTime(8) = 0
trigger9 = AnimElemTime(9) = 0
trigger10 = AnimElemTime(10) = 0
attr = S, SP
animtype  = Medium
damage    = ifelse(root,PalNo = 11,24,13),2
guardflag = MA
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound   = s10,4
guardsound = s20,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -3
air.velocity = -3,-3
air.fall = 1
ground.cornerpush.veloff = 0
ID = 1051

[State 1051,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1051)
trigger1= (target(1051),movetype=H) && !(target(1051),time)
anim = 6045
ID = 1051
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1051,]
type = Explod
trigger1= movehit
trigger1= Numtarget(1051)
trigger1= (target(1051),movetype=H) && !(target(1051),time)
anim = 6046 + (random%2)
ID = 1051
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1051,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(1051)
trigger1= (target(1051),movetype=H) && !(target(1051),time)
anim = 6010
ID = 1051
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1051, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 翻る

[Statedef 1060]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 35
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1060]
type = varset
triggerall = time= 0
trigger1 = prevstateno = [1020,1027]
var(20) = 1

[State 1060,]
type = Varadd
trigger1 = time >= 1
v = 7
value = 1

[State 1060,]
type = Varset
trigger1 = Var(7) = [29,32]
v = 2
value = 1

[State 1060,]
type = Varset
trigger1 = Var(7) != [29,32]
v = 2
value = 0

[State 1060,]
type = Varset
triggerall = Var(7) = [29,32]
triggerall = power >= 500
trigger1 = var(59) = 0
trigger1 = command = "RC"
trigger2 = RoundState = 2
Trigger2=playerID(var(26)),MoveType=H
trigger2 = var(0) <= 1 && var(59) != 0
trigger2 = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger2 = power <= 2500 && EnemyNear,Life <= 700
trigger2 = P2bodydist X <= 250
trigger2 = P2bodydist Y <= 60 && P2bodydist Y >= -100 || BackEdgeBodyDist <= 20 && P2bodydist Y >= 60
trigger3 = RoundState = 2
trigger3 = var(59) != 0
trigger3 = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger3 = playerID(var(26)),MoveType != H
trigger3 = P2bodydist X <= 160
trigger4 = var(0) <= 1 && var(59) != 0
trigger4 = var(59) >= 8 && Random<=(var(59)*100) || var(59) <= 7 && Random<=(var(59)*50) 
trigger4 = PalNo = 12
v = 8
value = 1
ignorehitpause=1

[State 1060, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(5) <= 0 
value = SCA
time = 1

[State 1060, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 4

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 1
x = 8
y = -4

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 2
y = -4

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = 1
y = -17

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -12
y = -8

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = -9
y = -3

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 6
x = -5
y = -1

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 7
x = -4
y = -1

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 8
x = -2
y = -1

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 9
x = -2
y = -1

[State 1060, 移動速度]
type = VelSet
trigger1 = AnimElem = 10
x = -1
y = -1

[State 1060, 移動速度]
type = Veladd
trigger1 = AnimElemTime(11) >= 0
y = .45

[State 1060, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = A, SA
animtype  = Hard
damage    = 130,5
getpower  = 0
priority  = 5
guardflag = M
pausetime = 23,23
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -1.5,-12.5
guard.velocity = -4
air.velocity = -1.5,-12.5
airguard.velocity = -3, -4
fall = 1
fall.recovertime = ifelse((Var(21) = [1,29]),48,90)
ground.cornerpush.veloff = -15.5
ID = ifelse((Var(21) = [1,29]) && enemynear,MoveType = H,240,1060)

[State 1060,ダスト]
type = TargetState
trigger1= movehit
trigger1= Var(21) = [1,29]
trigger1= enemynear,MoveType = H
value = 241
ID = 240

[State 1060,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1060)
trigger1= (target(1060),movetype=H) && !(target(1060),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6045
ID = 1060
facing = -1
postype = p2
pos = 0,-90
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1060,]
type = Explod
triggerall= movehit = 1
trigger1= Numtarget(1060)
trigger1= (target(1060),movetype=H) && !(target(1060),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6046 + (random%2)
ID = 1060
facing = -1
postype = p2
pos = 0,-90
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1060,]
type = Explod
triggerall = MoveGuarded = 1
trigger1= Numtarget(1060)
trigger1= (target(1060),movetype=H) && !(target(1060),time)
trigger2= Numtarget(240)
trigger2= target(240),stateno != 241
trigger2= (target(240),movetype=H) && !(target(240),time)
anim = 6010
ID = 1060
facing = -1
postype = p2
pos = 0,-90
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 1060, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
; ラスト・アポカリプス

[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 3000
ctrl = 0
sprpriority = 4

[State 3000]
type = varset
triggerall = time= 0
trigger1 = prevstateno = 1020
trigger2 = prevstateno = 1025
var(20) = 1

[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 3
pos = 0, 0
anim = -1
poweradd = -1000
time = 30
movetime = 20

[State 3000,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6035
postype = p1
pos = -90,0
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 15
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3000,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6037
postype = p1
pos = -20,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3000,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6038
postype = p1
pos = -20,-90
facing = 1
sprpriority = 1
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3000,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6039
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 32
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3000,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6040
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 35
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3000,1]
type = Explod
trigger1 = AnimElem = 3
trigger1 = facing = 1
anim = 6041
postype = left
pos = 0,0
facing = 1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3000,1]
type = Explod
trigger1 = AnimElem = 3
trigger1 = facing = -1
anim = 6041
postype = right
pos = 0,0
facing = -1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000, 0

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(13) = 0
Persistent = 0
name = "apo"
stateno = 3005
ID = 3000
pos = 50,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(13) = 0
Persistent = 0
name = "apo"
stateno = 3005
ID = 3000
pos = -50,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(13) = 3
Persistent = 0
name = "apo"
stateno = 3005
ID = 3000
pos = 100,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(13) = 3
Persistent = 0
name = "apo"
stateno = 3005
ID = 3000
pos = -100,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(13) = 6
Persistent = 0
name = "apo"
stateno = 3005
ID = 3000
pos = 150,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(13) = 6
Persistent = 0
name = "apo"
stateno = 3005
ID = 3000
pos = -150,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
helpertype = normal

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = 100, 2

[State 3000, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(14) <= 0
value = SCA
time = 1

[State 3000, 無敵]
type = NotHitBy
trigger1 = 1
trigger1 = PalNo = 11
value = SCA
time = 1

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; アポカリ弾

[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6028
ctrl = 0
sprpriority = 5

[State 3005, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype  = Hard
damage    = ifelse(root,PalNo = 11,200,100),10
getpower  = 0
guardflag = M
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -6,-4
air.velocity = -6,-4
fall = 1
fall.recovertime = 50
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
ID = 3005

[State 3005,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3005)
trigger1= (target(3005),movetype=H) && !(target(3005),time)
anim = 6045
ID = 3005
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3005,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3005)
trigger1= (target(3005),movetype=H) && !(target(3005),time)
anim = 6046 + (random%2)
ID = 3005
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3005,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3005)
trigger1= (target(3005),movetype=H) && !(target(3005),time)
anim = 6010
ID = 3005
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3005, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ダンゴ虫

[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 3010
ctrl = 0
sprpriority = 2

[State 3010, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 9
pos = 0, 0
anim = -1
time = 30
poweradd = -1000

[State 3010,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6035
postype = p1
pos = -90,0
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 15
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3010,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6037
postype = p1
pos = -20,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3010,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6038
postype = p1
pos = -20,-90
facing = 1
sprpriority = 1
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3010,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6039
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 32
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3010,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6040
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 35
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3010,1]
type = Explod
trigger1 = AnimElem = 9
trigger1 = facing = 1
anim = 6041
postype = left
pos = 0,0
facing = 1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3010,1]
type = Explod
trigger1 = AnimElem = 9
trigger1 = facing = -1
anim = 6041
postype = right
pos = 0,0
facing = -1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3000, 0

[State 3010, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(10) = 0
Persistent = 0
name = "mushi"
stateno = 3015
ID = 3010
pos = -150,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
helpertype = normal

[State 3010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ゴロゴロ

[Statedef 3015]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 2,0
anim = 6500
ctrl = 0
sprpriority = 5

[State 3015, ヒット定義]
type = HitDef
trigger1 = 1
attr = S, HA
affectteam = B
animtype  = Hard
damage    = 4,2
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = s6000
guard.sparkno = s6010
hitsound   = s10,4
guardsound = s20,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -0.2,-0.2
air.velocity = -0.2,-0.2
ground.cornerpush.veloff = 0
ID = 3015

[State 3015, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3015
ctrl = 1

[State 3015, このヘルパーを消す]
type = DestroySelf
trigger1 = Pos X >= 400
trigger2 = Pos X <= -400

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（飛び上がり）

[Statedef 3090]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3090
ctrl = 0
sprpriority = 2

[State 3090, カメラスクロールの有無]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 3090, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 9
pos = 0, 0
anim = -1
time = 30
poweradd = -2000

[State 3090,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6035
postype = p1
pos = -90,0
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 15
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3090,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6037
postype = p1
pos = -20,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3090,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6038
postype = p1
pos = -20,-90
facing = 1
sprpriority = 1
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3090,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6039
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 32
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3090,1]
type = Explod
trigger1 = AnimElem = 9
anim = 6040
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 35
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3090,1]
type = Explod
trigger1 = AnimElem = 9
trigger1 = facing = 1
anim = 6041
postype = left
pos = 0,0
facing = 1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3090,1]
type = Explod
trigger1 = AnimElem = 9
trigger1 = facing = -1
anim = 6041
postype = right
pos = 0,0
facing = -1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3090, 移動速度]
type = VelSet
trigger1 = AnimElem = 10
y = -18

[State 3090, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3000, 0

[State 3090, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3100
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判落下）

[Statedef 3100]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 4

[State 3100, カメラスクロールの有無]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3100, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3100, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 1
y = 18

[State 3100, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(1) = 0
Persistent = 0
name = "monster"
stateno = 3140
ID = 3140
pos = -30,50
postype = p1
keyctrl = ifelse(var(59)=0,1,0)
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal 

[State 3100, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -70
value = 3095
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判起床）

[Statedef 3095]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 4

[State 3095, 2]
type = Playerpush
trigger1 = 1
value = 0

[State -3095]
type = Varset
trigger1 = 1
v = 3
value = ifelse (Facing = 1, 1, 2)

[State 3095, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3095, ]
type = posset
trigger1 = Time = 16
y = -73

[State 3095, ]
type = posset
trigger1 = Time = 21
y = -77

[State 3095, ]
type = posset
trigger1 = Time = 26
y = -80

[State 3095, ステート変更]
type = ChangeState
trigger1 = Time = 30
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判待機）

[Statedef 3101]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 4

[State 3101,]
type = Varset
trigger1 = time = 5
v = 3
value = ifelse (Helper(3140),Facing = 1, 1, 2)

[State 3101, ヘルパーを出す]
type = Helper
trigger1 = NumHelper(3140) = 0
name = "monster"
stateno = 3150
ID = 3140
pos = -30,50
postype = p1
keyctrl = ifelse(var(59)=0,1,0)
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal 

[State 3101,]
type = Width
trigger1 = 1
edge = 100,80

[State 3101, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3101, ]
type = posset
trigger1 = 1
y = -80

[State 3101, ]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3101, ]
type = Turn
triggerall = 1
trigger1 = Facing = -1
trigger1 = Var(3) = 1
trigger2 = Facing = 1
trigger2 = Var(3) = 2

[State 3101, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 3101, ]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 3120
time = 1
forceair = 0

[State 3101, ステート変更]
type = ChangeState
trigger1 = ALIVE = 0
value = 3115
ctrl = 0

[State 3101, ステート変更]
type = ChangeState
trigger1 = win = 1
trigger2 = LoseTime = 1
value = 3110
ctrl = 0

[State 3101, ステート変更]
type = ChangeState
triggerall = (helper(3140),stateno = 3150) || (helper(3140),stateno = 3152) || (helper(3140),stateno = 3153)
Trigger1=var(59) = 0
trigger1 = command = "x"
Trigger2=var(59) != 0
Trigger2=P2BodyDist X=[-150,-60]
value = 3105
ctrl = 0

[State 3101, ステート変更]
type = ChangeState
triggerall = (NumHelper(8200) + NumHelper(8210) + NumHelper(8220))<= 15
triggerall = PalNo = 10
triggerall = (helper(3140),stateno = 3150) || (helper(3140),stateno = 3152) || (helper(3140),stateno = 3153)
Trigger1=var(59) = 0
trigger1 = command = "a"
Trigger2 = var(59) != 0
Trigger2=Random<=50
value = 3108
ctrl = 0

[State 3101, ステート変更]
type = ChangeState
triggerall = PalNo != 10
triggerall = (helper(3140),stateno = 3150) || (helper(3140),stateno = 3152) || (helper(3140),stateno = 3153)
Trigger1=var(59) = 0
trigger1 = command = "a"
Trigger2 = var(59) != 0
Trigger2 = Life <= (LifeMax/4) && enemynear,Life >= 400
value = 3110
ctrl = 0

[State 3101, ステート変更]
type = ChangeState
triggerall = (helper(3140),stateno = 3150) || (helper(3140),stateno = 3152) || (helper(3140),stateno = 3153)
Trigger1=var(59) = 0
trigger1 = command = "y"
Trigger2=var(59) != 0
Trigger2=P2BodyDist X=[180,300]
Trigger3=var(59) != 0
Trigger3=P2BodyDist X=[-20,30]
Trigger3=Random <=20
Trigger4=var(59) != 0
Trigger4 = BackEdgeBodyDist<=30
value = 3102
ctrl = 0

[State 3101, ステート変更]
type = ChangeState
triggerall = (helper(3140),stateno = 3150) || (helper(3140),stateno = 3152) || (helper(3140),stateno = 3153)
triggerall = NumHelper(3165) = 0
Trigger1=var(59) = 0
trigger1 = command = "b"
Trigger2=var(59) != 0
Trigger2=P2BodyDist X=[40,180]
value = 3103
ctrl = 0

[State 3101, 移動速度]
type = VelSet
Trigger1=var(59) = 0
trigger1 = command != "holdfwd"
trigger2 = command != "holdback"
x = 0

[State 3101, 移動速度]
type = VelSet
Trigger1=var(59) = 0
trigger1 = command = "holdfwd"
Trigger2=var(59) != 0
x = 0 + (helper(3140),Vel X)

[State 3101, 移動速度]
type = VelSet
Trigger1=var(59) = 0
trigger1 = command = "holdback"
x = 0 + (helper(3140),Vel X)

[State 3101, ステート変更]
type = ChangeState
trigger1 = helper(3140),stateno = 3170
value = 3110
ctrl = 0

[State 3101, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判突進）

[Statedef 3102]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3102
ctrl = 0
sprpriority = 4

[State 3102,]
type = Width
trigger1 = 1
edge = 100,80

[State 3102, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3102, ]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3102, ]
type = Turn
trigger1 = Facing = -1
trigger1 = Var(3) = 1
trigger2 = Facing = 1
trigger2 = Var(3) = 2

[State 3102, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Hard
damage    = 50
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -5,-5
air.velocity = -5,-5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ID = 3102

[State 3102,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3102)
trigger1= (target(3102),movetype=H) && !(target(3102),time)
anim = 6045
ID = 3102
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3102,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3102)
trigger1= (target(3102),movetype=H) && !(target(3102),time)
anim = 6046 + (random%2)
ID = 3102
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3102,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3102)
trigger1= (target(3102),movetype=H) && !(target(3102),time)
anim = 6010
ID = 3102
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3102, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 3102, ]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 3120
time = 1
forceair = 0

[State 3102, ステート変更]
type = ChangeState
trigger1 = ALIVE = 0
value = 3115
ctrl = 0

[State 3102, ステート変更]
type = ChangeState
trigger1 = win = 1
trigger2 = LoseTime = 1
value = 3110
ctrl = 0

[State 3102, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3102, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3102, ステート変更]
type = ChangeState
trigger1 = helper(3140),stateno = 3170
value = 3110
ctrl = 0

[State 3102, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判光線）

[Statedef 3103]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3103
ctrl = 0
sprpriority = 4

[State 3103,]
type = Width
trigger1 = 1
edge = 100,80

[State 3103, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3103, ]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3103, ]
type = Turn
trigger1 = Facing = -1
trigger1 = Var(3) = 1
trigger2 = Facing = 1
trigger2 = Var(3) = 2

[State 3103, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Hard
damage    = 50
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -5,-5
air.velocity = -5,-5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ID = 3103

[State 3103,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3103)
trigger1= (target(3103),movetype=H) && !(target(3103),time)
anim = 6045
ID = 3103
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3103,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3103)
trigger1= (target(3103),movetype=H) && !(target(3103),time)
anim = 6046 + (random%2)
ID = 3103
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3103,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3005)
trigger1= (target(3103),movetype=H) && !(target(3103),time)
anim = 6010
ID = 3103
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3103, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 3103, ]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 3120
time = 1
forceair = 0

[State 3103, ステート変更]
type = ChangeState
trigger1 = ALIVE = 0
value = 3115
ctrl = 0

[State 3103, ステート変更]
type = ChangeState
trigger1 = win = 1
trigger2 = LoseTime = 1
value = 3110
ctrl = 0

[State 3103, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3103, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3103, ステート変更]
type = ChangeState
trigger1 = helper(3140),stateno = 3170
value = 3110
ctrl = 0

[State 3103, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判尻尾）

[Statedef 3105]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd= 0
anim = 3105
ctrl = 0
sprpriority = 4

[State 3105,]
type = Width
trigger1 = 1
edge = 100,80

[State 3105, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3105, ]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3105, ]
type = Turn
trigger1 = Facing = -1
trigger1 = Var(3) = 1
trigger2 = Facing = 1
trigger2 = Var(3) = 2

[State 3105, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Hard
damage    = 50
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -5,-5
air.velocity = -5,-5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ID = 3105

[State 3105,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3105)
trigger1= (target(3105),movetype=H) && !(target(3105),time)
anim = 6045
ID = 3105
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3105,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3105)
trigger1= (target(3105),movetype=H) && !(target(3105),time)
anim = 6046 + (random%2)
ID = 3105
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3105,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3105)
trigger1= (target(3105),movetype=H) && !(target(3105),time)
anim = 6010
ID = 3105
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3105, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 3105, ]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 3120
time = 1
forceair = 0

[State 3105, ステート変更]
type = ChangeState
trigger1 = ALIVE = 0
value = 3115
ctrl = 0

[State 3105, ステート変更]
type = ChangeState
trigger1 = win = 1
trigger2 = LoseTime = 1
value = 3110
ctrl = 0

[State 3105, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3105, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3105, ステート変更]
type = ChangeState
trigger1 = helper(3140),stateno = 3170
value = 3110
ctrl = 0

[State 3105, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

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

;---------------------------------------------------------------------------
; モンスター（召喚）

[Statedef 3108]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd= 0
anim = 3105
ctrl = 0
sprpriority = 4

[State 3108,]
type = VarSet
trigger1 = time = 0
v = 4
value = (random%4)

[State 3108,]
type = Width
trigger1 = 1
edge = 100,80

[State 3108, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3108, ]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3108, ]
type = Turn
trigger1 = Facing = -1
trigger1 = Var(3) = 1
trigger2 = Facing = 1
trigger2 = Var(3) = 2

[State 3108, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Hard
damage    = 50
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -5,-5
air.velocity = -5,-5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ID = 3105

[State 3108,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3105)
trigger1= (target(3105),movetype=H) && !(target(3105),time)
anim = 6045
ID = 3105
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3108,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3105)
trigger1= (target(3105),movetype=H) && !(target(3105),time)
anim = 6046 + (random%2)
ID = 3105
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3108,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3105)
trigger1= (target(3105),movetype=H) && !(target(3105),time)
anim = 6010
ID = 3105
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3108, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 3108, ]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 3120
time = 1
forceair = 0

[State 3108, ステート変更]
type = ChangeState
trigger1 = ALIVE = 0
value = 3115
ctrl = 0

[State 3108, ステート変更]
type = ChangeState
trigger1 = win = 1
trigger2 = LoseTime = 1
value = 3110
ctrl = 0

[State 3108, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3108, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3108, ヘルパーを出す]
type = Helper
trigger1 = var(4) = 0
trigger1 = AnimElemTime(3) = 0
Persistent = 0
name = "zako1"
stateno = 8200
ID = 8200
pos = -60 + (random%120),60
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal 

[State 3108, ヘルパーを出す]
type = Helper
trigger1 = var(4) = 1
trigger1 = AnimElemTime(3) = 0
Persistent = 0
name = "zako2"
stateno = 8210
ID = 8210
pos = -60 + (random%120),-400
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal 

[State 3108, ヘルパーを出す]
type = Helper
trigger1 = var(4) = 2
trigger1 = AnimElemTime(3) = 0
Persistent = 0
name = "zako3"
stateno = 8220
ID = 8220
pos = -60 + (random%120),-400
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 3108, ヘルパーを出す]
type = Helper
trigger1 = var(4) = 3
trigger1 = AnimElemTime(3) = 0
Persistent = 0
name = "zako4"
stateno = 8240
ID = 8240
pos = -160,60
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 3108, ステート変更]
type = ChangeState
trigger1 = helper(3140),stateno = 3170
value = 3110
ctrl = 0

[State 3108, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判降りる）

[Statedef 3110]
type    = A
movetype= I
physics = A
juggle  = 4
velset = 0,0
anim = 3110
ctrl = 0
sprpriority = 4

[State 3110, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3110, 4]
type = CtrlSet
trigger1 = alive = 1
trigger1 = AnimElemTime(3) >= 0
Trigger1 = var(59) = 0
value = 1

[State 3110, 移動速度]
type = VelSet
trigger1 = AnimElem = 1
y = -7

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判落ちる）

[Statedef 3115]
type    = A
movetype= I
physics = N
juggle  = 4
velset = -6,-6
anim = 3115
ctrl = 0
sprpriority = 4

[State 3115, 移動速度]
type = Veladd
trigger1 = 1
y = .45

[State 3115, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（審判ダメージ）

[Statedef 3120]
type    = S
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 4

[State 3120,]
type = Width
trigger1 = 1
edge = 100,80

[State 3120, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 3120, ]
type = Turn
trigger1 = Facing = -1
trigger1 = Var(3) = 1
trigger2 = Facing = 1
trigger2 = Var(3) = 2

[State 3120, 移動速度]
type = VelSet
trigger1 = 1
x = 0 + (helper(3140),Vel X)

[State 3120, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3120, ステート変更]
type = ChangeState
trigger1 = Time = 1
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物落下）

[Statedef 3140]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3140
ctrl = 0
sprpriority = 3

[State 3140, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3140, 移動速度]
type = VelSet
trigger1 = AnimElem = 1
y = 18

[State 3140, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Hard
damage    = 100
guardflag = HA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -12,-5
air.velocity = -12,-5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
ID = 3140

[State 3140,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3140)
trigger1= (target(3140),movetype=H) && !(target(3140),time)
anim = 6045
ID = 3140
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3140,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3140)
trigger1= (target(3140),movetype=H) && !(target(3140),time)
anim = 6046 + (random%2)
ID = 3140
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3140,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3140)
trigger1= (target(3140),movetype=H) && !(target(3140),time)
anim = 6010
ID = 3140
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3140, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3141
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物起床）

[Statedef 3141]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3141
ctrl = 0
sprpriority = 3

[State 3141, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3141, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 100, 0

[State 3141,]
type = EnvShake
trigger1 = Time = 0
time = 8
freq = 160
ampl = -30

[State 3141, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3141, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3150
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物勝利敗北）

[Statedef 3145]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3145
ctrl = 0
sprpriority = -1

[State 3145, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3145, 無敵]
type = posset
trigger1 = 1
y = 0

[State 3145, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3145, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3145
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物待機）

[Statedef 3150]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3150
ctrl = 0
sprpriority = 3

[State 3150, ]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3150, ]
type = Turn
trigger1 = Facing = -1
trigger1 = root,Var(3) = 1
trigger2 = Facing = 1
trigger2 = root,Var(3) = 2

[State 3150, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3150, ステート変更]
type = ChangeState
trigger1 = root,ALIVE = 0
trigger2 = Win = 1
trigger3 = LoseTime = 1
value = 3145
ctrl = 0

[State 3150,]
type = BindToRoot
trigger1 = 1
pos = -30,90

[State 3150, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3150, 2]
type = Playerpush
trigger1 = 1
value = 1

[State 3150, 2]
type = Width
trigger1 = 1
player = 140,20

[State 3150, 2]
type = ctrlset
Trigger1=root,stateno=192
value = 0

[State 3150, ステート変更]
type = ChangeState
Triggerall=root,stateno!=192
Trigger1=root,var(59) = 0
trigger1 = command = "x"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3105
value = 3155
ctrl = 0

[State 3150, ステート変更]
type = ChangeState
Triggerall=root,stateno!=192
Trigger1=root,var(59) = 0
trigger1 = command = "y"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3102
value = 3157
ctrl = 0

[State 3150, ステート変更]
type = ChangeState
triggerall = root,PalNo != 10
Triggerall=root,stateno!=192
triggerall = root,stateno != 3095
Trigger1=root,var(59) = 0
trigger1 = command = "a"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3110
value = 3170
ctrl = 0

[State 3150, ステート変更]
type = ChangeState
Triggerall=root,stateno!=192
triggerall = NumHelper(3165) = 0
Trigger1=root,var(59) = 0
trigger1 = command = "b"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3103
value = 3160
ctrl = 0

[State 3150, 移動速度]
type = ChangeState
Triggerall=root,stateno!=192
Trigger1=root,var(59) = 0
trigger1 = command = "holdfwd"
Trigger2=root,var(59) != 0
Trigger2=root,P2BodyDist X=[180,400]
value = 3152
ctrl = 0

[State 3150, 移動速度]
type = ChangeState
Triggerall=root,stateno!=192
Trigger1=root,var(59) = 0
trigger1 = command = "holdback"
Trigger2=root,var(59) != 0
Trigger2=root,P2BodyDist X=[-400,100]
value = 3153
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物前進）

[Statedef 3152]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3152
ctrl = 0
sprpriority = 3

[State 3152, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3152, ステート変更]
type = ChangeState
trigger1 = root,ALIVE = 0
trigger2 = Win = 1
trigger3 = LoseTime = 1
value = 3145
ctrl = 0

[State 3152, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3152, 2]
type = Playerpush
trigger1 = 1
value = 1

[State 3152, 2]
type = Width
trigger1 = 1
player = 140,20

[State 3152,]
type = BindToRoot
trigger1 = 1
pos = -55,90

[State 3152, ステート変更]
type = ChangeState
Trigger1=root,var(59) = 0
trigger1 = command = "x"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3105
value = 3155
ctrl = 0

[State 3152, ステート変更]
type = ChangeState
Trigger1=root,var(59) = 0
trigger1 = command = "y"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3102
value = 3157
ctrl = 0

[State 3152, ステート変更]
type = ChangeState
triggerall = root,PalNo != 10
triggerall = root,stateno != 3095
Trigger1=root,var(59) = 0
trigger1 = command = "a"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3110
value = 3170
ctrl = 0

[State 3152, ステート変更]
type = ChangeState
triggerall = NumHelper(3165) = 0
Trigger1=root,var(59) = 0
trigger1 = command = "b"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3103
value = 3160
ctrl = 0

[State 3152, 移動速度]
type = VelSet
triggerall = root,PalNo != 11
Trigger1=root,var(59) = 0
trigger1 = command = "holdfwd"
Trigger2=root,var(59) != 0
Trigger2=root,P2BodyDist X=[180,400]
x = 1

[State 3152, 移動速度]
type = VelSet
triggerall = root,PalNo = 11
Trigger1=root,var(59) = 0
trigger1 = command = "holdfwd"
Trigger2=root,var(59) != 0
Trigger2=root,P2BodyDist X=[180,400]
x = 5

[State 3152, ステート変更]
type = ChangeState
Trigger1=root,var(59) = 0
trigger1 = command != "holdfwd"
value = 3150
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物後退）

[Statedef 3153]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3153
ctrl = 0
sprpriority = 3

[State 3153, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3153, ステート変更]
type = ChangeState
trigger1 = root,ALIVE = 0
trigger2 = Win = 1
trigger3 = LoseTime = 1
value = 3145
ctrl = 0

[State 3153, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3153, 2]
type = Playerpush
trigger1 = 1
value = 1

[State 3153, 2]
type = Width
trigger1 = 1
player = 140,20

[State 3153,]
type = BindToRoot
trigger1 = 1
pos = -55,90

[State 3153, ステート変更]
type = ChangeState
Trigger1=root,var(59) = 0
trigger1 = command = "x"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3105
value = 3155
ctrl = 0

[State 3153, ステート変更]
type = ChangeState
Trigger1=root,var(59) = 0
trigger1 = command = "y"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3102
value = 3157
ctrl = 0

[State 3153, ステート変更]
type = ChangeState
triggerall = root,PalNo != 10
triggerall = root,stateno != 3095
Trigger1=root,var(59) = 0
trigger1 = command = "a"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3110
value = 3170
ctrl = 0

[State 3153, ステート変更]
type = ChangeState
triggerall = NumHelper(3165) = 0
Trigger1=root,var(59) = 0
trigger1 = command = "b"
Trigger2=root,var(59) != 0
Trigger2=root,stateno = 3103
value = 3160
ctrl = 0

[State 3153, 移動速度]
type = VelSet
triggerall = root,PalNo != 11
Trigger1=root,var(59) = 0
trigger1 = command = "holdback"
Trigger2=root,var(59) != 0
Trigger2=root,P2BodyDist X=[-400,150]
x = -1

[State 3153, 移動速度]
type = VelSet
triggerall = root,PalNo = 11
Trigger1=root,var(59) = 0
trigger1 = command = "holdback"
Trigger2=root,var(59) != 0
Trigger2=root,P2BodyDist X=[-400,150]
x = -5

[State 3153, ステート変更]
type = ChangeState
Trigger1=root,var(59) = 0
trigger1 = command != "holdback"
value = 3150
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物尻尾）

[Statedef 3155]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd= 0
anim = 3155
ctrl = 0
sprpriority = 3

[State 3155, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3155, ステート変更]
type = ChangeState
trigger1 = root,ALIVE = 0
trigger2 = Win = 1
trigger3 = LoseTime = 1
value = 3145
ctrl = 0

[State 3155, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3155, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 0
value = 100, 5

[State 3155, ヒット定義]
type = HitDef
trigger1 = AnimElemtime(4) <= 10
attr = S, HA
animtype  = Hard
damage    = ifelse(root,PalNo = 11,150,90),10
getpower  = 0
guardflag = MA
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -9,-12
air.velocity = -9,-12
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
ID = 3155

[State 3155,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3155)
trigger1= (target(3155),movetype=H) && !(target(3155),time)
anim = 6045
ID = 3155
facing = -1
postype = p2
pos = 0,-40
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3005,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3155)
trigger1= (target(3155),movetype=H) && !(target(3155),time)
anim = 6046 + (random%2)
ID = 3005
facing = -1
postype = p2
pos = 0,-40
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3155,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3155)
trigger1= (target(3155),movetype=H) && !(target(3155),time)
anim = 6010
ID = 3155
facing = -1
postype = p2
pos = 0,-40
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3155, 2]
type = Playerpush
trigger1 = 1
value = 1

[State 3155, 2]
type = Width
trigger1 = 1
player = 50,80

[State 3155,]
type = BindToRoot
trigger1 = 1
pos = -55,90

[State 3155, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3150
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物突進）

[Statedef 3157]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd= 0
anim = 3157
ctrl = 0
sprpriority = 3

[State 3157, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3157, ステート変更]
type = ChangeState
trigger1 = root,ALIVE = 0
trigger2 = Win = 1
trigger3 = LoseTime = 1
value = 3145
ctrl = 0

[State 3157, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3157, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(7) = 0
value = 100, 5

[State 3157, ヒット定義]
type = HitDef
trigger1 = Vel X >= 10
attr = S, HA
animtype  = Hard
damage    = ifelse(root,PalNo = 11,140,80),5
getpower  = 0
guardflag = MA
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -8,-8
air.velocity = -8,-8
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
ID = 3157

[State 3157,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3157)
trigger1= (target(3157),movetype=H) && !(target(3157),time)
anim = 6045
ID = 3157
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3157,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3157)
trigger1= (target(3157),movetype=H) && !(target(3157),time)
anim = 6046 + (random%2)
ID = 3157
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3005,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3157)
trigger1= (target(3157),movetype=H) && !(target(3157),time)
anim = 6010
ID = 3157
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3157, 2]
type = Playerpush
trigger1 = 1
value = 1

[State 3157, 2]
type = Width
trigger1 = 1
player = 50,20

[State 3157,]
type = BindToRoot
trigger1 = 1
pos = -55,90

[State 3157, 移動速度]
type = VelSet
trigger1 = AnimElemtime(7) >= 0
x = 20

[State 3157, 移動速度]
type = VelSet
trigger1 = AnimElemtime(7) >= 4
x = 2

[State 3157, 移動速度]
type = VelSet
trigger1 = AnimElemtime(7) >= 10
x = 0

[State 3157, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3150
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（怪物光線）

[Statedef 3160]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd= 0
anim = 3160
ctrl = 0
sprpriority = 3

[State 3160, 2]
type = Playerpush
trigger1 = 1
value = 1

[State 3160, バグ防止]
type = ChangeState
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 3160, ステート変更]
type = ChangeState
trigger1 = root,ALIVE = 0
trigger2 = Win = 1
trigger3 = LoseTime = 1
value = 3145
ctrl = 0

[State 3160, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(6) = 0
Persistent = 0
name = "monster"
stateno = 3165
ID = 3165
pos = 95,-35
postype = p1
keyctrl = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 3160,]
type = Width
trigger1 = 1
player = 100,20

[State 3160, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3160, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3150
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; モンスター（光線）

[Statedef 3165]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd= 0
anim = 3165
ctrl = 0
sprpriority = 5

[State 3165, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3165, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 100, 2

[State 3165, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(7) = 0
value = 100, 3

[State 3165, ヒット定義]
type = HitDef
trigger1 = AnimElemtime(2) = 0
trigger2 = AnimElemtime(3) = 0
trigger3 = AnimElemtime(4) = 0
trigger4 = AnimElemtime(5) = 0
attr = S, HP
animtype  = Hard
damage    = ifelse(root,PalNo = 11,60,30),ifelse(root,PalNo = 11,12,6)
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -2,0
air.velocity = -2,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall.recovertime = 20
palfx.time = 50
palfx.add = 250,100,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 3165

[State 3165, ヒット定義]
type = HitDef
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(9) = 0
trigger3 = AnimElemtime(10) = 0
trigger4 = AnimElemtime(11) = 0
attr = S, HP
animtype  = Hard
damage    = ifelse(root,PalNo = 11,60,30),ifelse(root,PalNo = 11,12,6)
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,4
guardsound = s20,2
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -1,-6
air.velocity = -1,-6
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 50
palfx.time = 50
palfx.add = 250,100,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 3165

[State 3165,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3165)
trigger1= (target(3165),movetype=H) && !(target(3165),time)
anim = 6045
ID = 3165
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3165,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3165)
trigger1= (target(3165),movetype=H) && !(target(3165),time)
anim = 6046 + (random%2)
ID = 3165
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3165,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3165)
trigger1= (target(3165),movetype=H) && !(target(3165),time)
anim = 6010
ID = 3165
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3165,]
type = BindToParent
trigger1 = AnimElemtime(6) <= 0
pos = 95,-35

[State 3165, ステート変更]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; モンスター（怪物退場）

[Statedef 3170]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3152
ctrl = 0
sprpriority = 1

[State 3170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3170, 移動速度]
type = VelSet
trigger1 = 1
x = 3

[State 3170, このヘルパーを消す]
type = DestroySelf
triggerall = 1
trigger1 = Pos X >= 300
trigger2 = Pos X <= -300

[State 3170, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3170
ctrl = 0
;---------------------------------------------------------------------------
; ソニック・ディバイナー

[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 3200
ctrl = 0
sprpriority = 3

[State 3200]
type = varset
triggerall = time= 0
trigger1 = prevstateno = 1020
trigger2 = prevstateno = 1025
var(20) = 1

[State 3200,]
type = AttackDist
trigger1 = 1
value = 320

[State 3200, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 3
pos = 0, 0
anim = -1
poweradd = -1000
time = 30
movetime = 0

[State 3200,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6035
postype = p1
pos = -90,0
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 15
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3200,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6037
postype = p1
pos = -20,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3200,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6038
postype = p1
pos = -20,-90
facing = 1
sprpriority = 1
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 42
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3200,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6039
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 32
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3200,1]
type = Explod
trigger1 = AnimElem = 3
anim = 6040
postype = p1
pos = 0,-90
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 35
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3200,1]
type = Explod
trigger1 = AnimElem = 3
trigger1 = facing = 1
anim = 6041
postype = left
pos = 0,0
facing = 1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3200,1]
type = Explod
trigger1 = AnimElem = 3
trigger1 = facing = -1
anim = 6041
postype = right
pos = 0,0
facing = -1
sprpriority = -2
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
removetime = 72
bindtime = 72
ignorehitpause = 1
scale = 1,1

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000, 0

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 2

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 0

[State 3200,]
type = EnvShake
trigger1 = AnimElem = 5
time = 8
freq = 160
ampl = -30

[State 3200, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(5) = 0
Persistent = 0
name = "sonic"
stateno = 3205
ID = 6510
pos = 20,20
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 3200, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(5) = 0
Persistent = 0
name = "sonic"
stateno = 3206
ID = 6510
pos = -20,20
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 3200, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) <= 0
value = SCA
time = 1

[State 3200, 無敵]
type = NotHitBy
trigger1 = 1
trigger1 = PalNo = 11
value = SCA
time = 1

[State 3200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ソニック弾

[Statedef 3205]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 25,0
anim = 6510
ctrl = 0
sprpriority = 1

[State 3205]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 3205, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype  = Hard
damage    = ifelse(root,PalNo = 11,400,220),30
getpower  = 0
guardflag = L
pausetime = 0,10
gurad.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound   = s10,5
guardsound = s20,2
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -16,-4
air.velocity = -16,-4
fall = 1
fall.recover = 0
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 3205

[State 3205,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3205)
trigger1= (target(3205),movetype=H) && !(target(3205),time)
anim = 6045
ID = 3205
facing = -1
postype = p2
pos = 0,-20
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3205,]
type = Explod
trigger1= movehit
trigger1= Numtarget(3205)
trigger1= (target(3205),movetype=H) && !(target(3205),time)
anim = 6046 + (random%2)
ID = 3205
facing = -1
postype = p2
pos = 0,-20
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3205,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(3205)
trigger1= (target(3205),movetype=H) && !(target(3205),time)
anim = 6010
ID = 3205
facing = -1
postype = p2
pos = 0,-20
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 3205, このヘルパーを消す]
type = DestroySelf
trigger1 = time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ソニック弾

[Statedef 3206]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = -25,0
anim = 6513
ctrl = 0
sprpriority = 1

[State 3206]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 3206, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype  = Hard
damage    = ifelse(root,PalNo = 11,400,220),30
getpower  = 0
guardflag = L
pausetime = 0,10
gurad.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -16,-4
air.velocity = -16,-4
fall = 1
fall.recover = 0
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 3206,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6045
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3206,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6046 + (random%2)
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 3206,1]
type = Explod
trigger1 = MoveGuarded
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 3206, このヘルパーを消す]
type = DestroySelf
trigger1 = time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[State 5001, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 5011, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

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

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5070, このヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

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

[State 5101, バグ防止]
type = ChangeState
triggerall = IsHelper(3140)
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

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

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

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

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

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

[State 5110, バグ防止]
type = ChangeState
triggerall = IsHelper(3140)
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 5120, バグ防止]
type = ChangeState
triggerall = IsHelper(3140)
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

;[State 5150,]
;type = Changestate
;trigger1 = RoundNo = 2
;value = 7000
;ctrl = 0

[State 5150, バグ防止]
type = ChangeState
triggerall = IsHelper(3140)
trigger1 = helper(3140),stateno = !3140
trigger2 = helper(3140),stateno = !3141
trigger3 = helper(3140),stateno = !3145
trigger4 = helper(3140),stateno = !3150
trigger5 = helper(3140),stateno = !3152
trigger6 = helper(3140),stateno = !3153
trigger7 = helper(3140),stateno = !3155
trigger8 = helper(3140),stateno = !3157
trigger9 = helper(3140),stateno = !3160
trigger10 = helper(3140),stateno = !3170
value = 3150
ctrl = 0

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0 
value = 5200, 0

[State 5201,]
type = Explod
trigger1 = AnimElemTime(1) = 0 
sprpriority = 3
anim = 6034
postype = p1
pos = 0, -80
scale = 0.5,0.5
removetime = 20
bindtime = 1
pausemovetime = 5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0 
value = 5200, 0

[State 5210,]
type = Explod
trigger1 = AnimElemTime(1) = 0 
sprpriority = 3
anim = 6034
postype = p1
pos = 0, -80
scale = 0.5,0.5
removetime = 20
bindtime = 1
pausemovetime = 5

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 2] ;Go fwd
type = Velset
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 3
y = -5

[State 5210, 2] ;Go back
type = Velset
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -3
y = -5

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900];変数設定
Type=varset
triggerall=!ishelper
Trigger1=numenemy=1
var(26)=enemynear,ID

[State 5900];変数設定
Type=varset
triggerall=!ishelper
Trigger1=numenemy=2
var(26)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
trigger2 = PalNo = 10
value = 190

;---------------------------------------------------------------------------
;FRC

[Statedef 6042]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 6042
ctrl = 0
sprpriority = 4

[State 6042]
type = parentvarset
trigger1 = time = 0
var(7) = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 6042]
type = parentvarset
trigger1 = time = 0
var(9) = 1

[State 6042]
type = parentvarset
trigger1 = time = 1
var(9) = 0

[State 6042, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 750, 0
volume = -150

[State 6042]
type = parentVarset
trigger1 = time = 0
var(7) = 0

[State 6042]
type = parentvarset
trigger1 = time = 0
var(8) = 0

[State 6042]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
ignorehitpause = 1

[State 6042]
type = sprpriority
trigger1 = time = 0
trigger1 = random < 333
value = 0

[State 6042]
type = varrandom
trigger1 = time = 0
v = 0
range = 1,10

[State 6042]
type = varset
trigger1 = time = 0
trigger1 = var(0) < 6
var(9) = 1

[State 6042]
type = varset
trigger1 = time = 0
trigger1 = var(0) >= 6
var(9) = 2

[State 6042]
type = varadd
trigger1 = time >= 1
trigger1 = var(9) = 1
persistent = 1
ignorehitpause = 1
fvar(2) = 1.5

[State 6042]
type = varadd
trigger1 = time >= 1
trigger1 = var(9) = 2
persistent = 1
ignorehitpause = 1
fvar(2) = -1.5

[State 6042]
type = varadd
trigger1 = time >= 1
persistent = 1
ignorehitpause = 1
fvar(3) = 1.5

[State 6042]
type = varrandom
trigger1 = time = 0
v = 1
range = 0,359

[State 6042]
type = varadd
trigger1 = time >= 1
var(1) = -2

[State 6042]
type = varset
trigger1 = time = 0
ignorehitpause = 1
var(5) = 256

[State 6042]
type = varadd
trigger1 = time = 4
trigger2 = time = 7
trigger3 = time = 10
trigger4 = time = 13
trigger5 = time = 16
trigger6 = time = 19
ignorehitpause = 1
var(5) = -42

[State 6042, 4]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = var(5),256

[State 6042]
type = angledraw
trigger1 = time >= 0
scale = 0.1*(var(0)+fvar(2)),0.1*(10+fvar(3))

[State 6042]
type = angleset
trigger1 = time >= 0
value = var(1)

[State 6042, 6]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;RC
[Statedef 6043]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 6043
ctrl = 0
sprpriority = 4

[State 6043]
type = parentvarset
trigger1 = time = 0
var(9) = 2

[State 6043]
type = parentvarset
trigger1 = time = 1
var(9) = 0

[State 6043, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 750, 0
volume = -150

[State 6043]
type = parentvarset
trigger1 = time = 0
var(6) = 0

[State 6043]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
ignorehitpause = 1

[State 6043]
type = sprpriority
trigger1 = time = 0
trigger1 = random < 333
value = 0

[State 6043]
type = varrandom
trigger1 = time = 0
v = 0
range = 1,10

[State 6043]
type = varset
trigger1 = time = 0
trigger1 = var(0) < 6
var(9) = 1

[State 6043]
type = varset
trigger1 = time = 0
trigger1 = var(0) >= 6
var(9) = 2

[State 6043]
type = varadd
trigger1 = time >= 1
trigger1 = var(9) = 1
persistent = 1
ignorehitpause = 1
fvar(2) = 1.5

[State 6043]
type = varadd
trigger1 = time >= 1
trigger1 = var(9) = 2
persistent = 1
ignorehitpause = 1
fvar(2) = -1.5

[State 6043]
type = varadd
trigger1 = time >= 1
persistent = 1
ignorehitpause = 1
fvar(3) = 1.5

[State 6043]
type = varrandom
trigger1 = time = 0
v = 1
range = 0,359

[State 6043]
type = varadd
trigger1 = time >= 1
var(1) = -2

[State 6043]
type = varset
trigger1 = time = 0
ignorehitpause = 1
var(5) = 256

[State 6043]
type = varadd
trigger1 = time = 4
trigger2 = time = 7
trigger3 = time = 10
trigger4 = time = 13
trigger5 = time = 16
trigger6 = time = 19
ignorehitpause = 1
var(5) = -42

[State 6043, 4]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = var(5),256

[State 6043]
type = angledraw
trigger1 = time >= 0
scale = 0.1*(var(0)+fvar(2)),0.1*(10+fvar(3))

[State 6043]
type = angleset
trigger1 = time >= 0
value = var(1)

[State 6043, 6]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;CRC
[Statedef 6044]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 6051
ctrl = 0
sprpriority = 4

[State 6044]
type = parentvarset
trigger1 = time = 0
var(20) = 0

[State 6044]
type = parentvarset
trigger1 = time = 0
var(9) = 3

[State 6044]
type = parentvarset
trigger1 = time = 1
var(9) = 0

[State 6044, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 750, 0
volume = -150

[State 6044]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
ignorehitpause = 1

[State 6044]
type = sprpriority
trigger1 = time = 0
trigger1 = random < 333
value = 0

[State 6044]
type = varrandom
trigger1 = time = 0
v = 0
range = 1,10

[State 6044]
type = varset
trigger1 = time = 0
trigger1 = var(0) < 6
var(9) = 1

[State 6044]
type = varset
trigger1 = time = 0
trigger1 = var(0) >= 6
var(9) = 2

[State 6044]
type = varadd
trigger1 = time >= 1
trigger1 = var(9) = 1
persistent = 1
ignorehitpause = 1
fvar(2) = 1.5

[State 6044]
type = varadd
trigger1 = time >= 1
trigger1 = var(9) = 2
persistent = 1
ignorehitpause = 1
fvar(2) = -1.5

[State 6044]
type = varadd
trigger1 = time >= 1
persistent = 1
ignorehitpause = 1
fvar(3) = 1.5

[State 6044]
type = varrandom
trigger1 = time = 0
v = 1
range = 0,359

[State 6044]
type = varadd
trigger1 = time >= 1
var(1) = -2

[State 6044]
type = varset
trigger1 = time = 0
ignorehitpause = 1
var(5) = 256

[State 6044]
type = varadd
trigger1 = time = 4
trigger2 = time = 7
trigger3 = time = 10
trigger4 = time = 13
trigger5 = time = 16
trigger6 = time = 19
ignorehitpause = 1
var(5) = -42

[State 6044, 4]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = var(5),256

[State 6044]
type = angledraw
trigger1 = time >= 0
scale = 0.1*(var(0)+fvar(2)),0.1*(10+fvar(3))

[State 6044]
type = angleset
trigger1 = time >= 0
value = var(1)

[State 6044, 6]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; 負け逃げ

[Statedef 7000]
type    = S
movetype= I
physics = N
juggle  = 6
poweradd= 0
velset = 0,0
anim = 7000
ctrl = 0
sprpriority = 2

[State 7000,1]
type = Explod
trigger1 = AnimElemTime(4) = 30
anim = 7005
postype = p1
pos = 0,0
facing = 1
sprpriority = 1
ownpal = 1
scale = 0.9,0.9
persistent = 0

[State 7000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 0

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

[Statedef 7001]
type    = S
movetype= I
physics = N
juggle  = 6
poweradd= 0
velset = 0,0
anim = 7001
ctrl = 0
sprpriority = 2

[State 7001, 移動速度]
type = VelSet
trigger1 = 1
x = 1

[State 7001, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 7001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 0

;---------------------------------------------------------------------------
;押し返し

[Statedef 7500]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 7500
ctrl = 0
sprpriority = 4

[State 7500,]
type = Veladd
trigger1 = time = 0
x = -8

[State 7500, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7500,]
type = PlayerPush
trigger1 = 1
value = 1

[State 7500,]
type = destroyself
trigger1 = root,ctrl = 1
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;バーストゲージ
[Statedef 8000]
type = S
ctrl = 0
anim = 10000
velset = 0,0

[State 8000,]
type = Explod
trigger1 = NumExplod(7100) = 0
sprpriority = -2
anim = 7100
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 0
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7100

[State 8000,]
type = Explod
trigger1 = NumExplod(7200) = 0
trigger1 = root,var(55) <= 1500
sprpriority = -3
anim = 7200
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7200

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) >= 1501
ID = 7200

[State 8000,]
type = Explod
trigger1 = NumExplod(7201) = 0
trigger1 = root,var(55) = [1501,3000]
sprpriority = -3
anim = 7201
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7201

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [1501,3000]
ID = 7201

[State 8000,]
type = Explod
trigger1 = NumExplod(7202) = 0
trigger1 = root,var(55) = [3001,4500]
sprpriority = -3
anim = 7202
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7202

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [3001,4500]
ID = 7202

[State 8000,]
type = Explod
trigger1 = NumExplod(7203) = 0
trigger1 = root,var(55) = [4501,6000]
sprpriority = -3
anim = 7203
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7203

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [4501,6000]
ID = 7203

[State 8000,]
type = Explod
trigger1 = NumExplod(7204) = 0
trigger1 =  root,var(55) = [6001,7500]
sprpriority = -3
anim = 7204
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7204

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [6001,7500]
ID = 7204

[State 8000,]
type = Explod
trigger1 = NumExplod(7205) = 0
trigger1 = root,var(55) = [7501,9000]
sprpriority = -3
anim = 7205
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7205

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [7501,9000]
ID = 7205

[State 8000,]
type = Explod
trigger1 = NumExplod(7206) = 0
trigger1 = root,var(55) = [9001,10500]
sprpriority = -3
anim = 7206
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7206

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [9001,10500]
ID = 7206

[State 8000,]
type = Explod
trigger1 = NumExplod(7207) = 0
trigger1 =  root,var(55) = [10501,12000]
sprpriority = -3
anim = 7207
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7207

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [10501,12000]
ID = 7207

[State 8000,]
type = Explod
trigger1 = NumExplod(7208) = 0
trigger1 = root,var(55) = [12001,14999]
sprpriority = -3
anim = 7208
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7208

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != [12001,14999]
ID = 7208

[State 8000,]
type = Explod
trigger1 = NumExplod(7209) = 0
trigger1 = root,var(55) = 15000
sprpriority = -3
anim = 7209
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7209

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != 15000
ID = 7209

[State 8000,]
type = Explod
trigger1 = NumExplod(7101) = 0
trigger1 = root,var(55) = 15000
sprpriority = -1
anim = 7101
postype = back
pos = 40 + (Helper(10000),var(11)),ifelse(root,var(19) = 1,80 + (Helper(10000),var(12)),40 + (Helper(10000),var(12)))
scale = 1,1
removetime = -1
bindtime = -1
ownpal = 1
facing = ifelse(Facing = 1,1,-1)
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1
ID = 7101

[State 8000,]
type = RemoveExplod
trigger1 = root,var(55) != 15000
ID = 7101

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

;---------------------------------------------------------------------------
; 雑魚1誕生

[Statedef 8200]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 8200
ctrl = 0
sprpriority = 5

[State 8200]
type = Varset
trigger1 = time = 0
v = 0
value = 200

[State 8200, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8200, ]
type = posset
trigger1 = time = 0
y = 0

[State 8200, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8201
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚1待機

[Statedef 8201]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8201
ctrl = 0
sprpriority = 5

[State 8201, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8201, ステート変更]
type = ChangeState
trigger1 = p2dist x < 0
value = 8203
ctrl = 0

[State 8201, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8201, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8204
time = 1

[State 8201, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8205
ctrl = 0

[State 8201, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X >= 30
value = 8202
ctrl = 0

[State 8201, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-30,40]
Trigger1=Random<=15
value = 8207
ctrl = 0

[State 8201, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-30,40]
Trigger1=Random<=15
value = 8208
ctrl = 0

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

;---------------------------------------------------------------------------
; 雑魚1前進

[Statedef 8202]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8202
ctrl = 0
sprpriority = 5

[State 8202]
type = Velset
trigger1 = 1
x = 1

[State 8202, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8202, ステート変更]
type = ChangeState
trigger1 = p2dist x < 0
value = 8203
ctrl = 0

[State 8202, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8202, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8204
time = 1

[State 8202, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8205
ctrl = 0

[State 8202, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-330,0]
value = 8201
ctrl = 0

[State 8202, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-30,40]
Trigger1=Random<=15
value = 8207
ctrl = 0

[State 8202, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-30,40]
Trigger1=Random<=15
value = 8208
ctrl = 0

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

;---------------------------------------------------------------------------
; 雑魚1振り向き

[Statedef 8203]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8203
ctrl = 0
sprpriority = 5

[State 8203, 2]
type = Playerpush
trigger1 = 1
value = 0

[state 8203,]
type = turn
trigger1 = p2dist x < 0

[State 8203, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8203, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8204
time = 1

[State 8203, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8205
ctrl = 0

[State 8203, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8201
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚1喰らい1

[Statedef 8204]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 8204
ctrl = 0
sprpriority = 5

[State 8204]
type = Veladd
trigger1 = time = 0
x = -6

[State 8204]
type = Varadd
trigger1 = time = 0
v = 0
value = Var(0) - GetHitVar(damage)

[State 8204, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8204, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8204, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8205
time = 1

[State 8204, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8205
ctrl = 0

[State 8204, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8201
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚1喰らい2

[Statedef 8205]
type    = A
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8205
ctrl = 0
sprpriority = 5

[State 8205]
type = Veladd
trigger1 = time = 0
x = -3

[State 8205]
type = Veladd
trigger1 = time = 0
y = -6

[State 8205, 移動速度]
type = Veladd
trigger1 = 1
y = .4

[State 8205]
type = Varadd
trigger1 = time = 0
v = 0
value = Var(0) - GetHitVar(damage)

[State 8205, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8205, 無敵]
type = NotHitBy
trigger1 = time <= 5
value = SCA
time = 1

[State 8205, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8205, ]
type = HitOverride
trigger1 = time >= 5
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8205
time = 1

[State 8205, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Var(0) <= 0
value = 8209
ctrl = 0

[State 8205 ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Var(0) >= 1
value = 8206
ctrl = 1

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚1倒れ

[Statedef 8206]
type    = L
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8206
ctrl = 0
sprpriority = 5

[State 8206, ]
type = posset
trigger1 = time = 0
y = 0

[State 8206, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8206, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8206, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8201
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚1攻撃1

[Statedef 8207]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8207
ctrl = 0
sprpriority = 5

[State 8207, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8207, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8207, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8204
time = 1

[State 8207, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 0
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 25
ID = 8207

[State 8207,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8207)
trigger1= (target(8207),movetype=H) && !(target(8207),time)
anim = 6001
ID = 8207
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8207,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(8207)
trigger1= (target(8207),movetype=H) && !(target(8207),time)
anim = 6031
ID = 8207
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8207, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8205
ctrl = 0

[State 8207, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8201
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚1攻撃2

[Statedef 8208]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8208
ctrl = 0
sprpriority = 5

[State 8208, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8208, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8208, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8204
time = 1

[State 8208, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 0
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 25
ID = 8208

[State 8208,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8208)
trigger1= (target(8208),movetype=H) && !(target(8208),time)
anim = 6001
ID = 8208
facing = -1
postype = p2
pos = 0,-50
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8208,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(8208)
trigger1= (target(8208),movetype=H) && !(target(8208),time)
anim = 6031
ID = 8208
facing = -1
postype = p2
pos = 0,-50
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8208, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8205
ctrl = 0

[State 8208, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8201
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚1死亡

[Statedef 8209]
type    = L
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8209
ctrl = 0
sprpriority = 5

[State 8209, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8209, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8209, ステート変更]
type = DestroySelf
trigger1 = Time >= 80

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

;---------------------------------------------------------------------------
; 雑魚2誕生

[Statedef 8210]
type    = A
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 8210
ctrl = 0
sprpriority = 5

[State 8210, 移動速度]
type = Veladd
trigger1 = 1
y = .4

[State 8210]
type = Varset
trigger1 = time = 0
v = 0
value = 120

[State 8210, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8210, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8210 ステート変更]
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 8211
Persistent = 0

[State 8210, 移動速度]
type = Velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 8210, 移動速度]
type = posset
trigger1 = Anim = 8211
y = 0

[State 8210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 8211
value = 8211
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚2待機

[Statedef 8211]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8212
ctrl = 0
sprpriority = 5

[State 8211, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8211, ステート変更]
type = ChangeState
trigger1 = p2dist x < 0
value = 8213
ctrl = 0

[State 8211, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8211, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8214
time = 1

[State 8211, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8215
ctrl = 0

[State 8211, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X >= 30
value = 8212
ctrl = 0

[State 8211, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-30,20]
Trigger1=Random<=15
value = 8217
ctrl = 0

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

;---------------------------------------------------------------------------
; 雑魚2前進

[Statedef 8212]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8213
ctrl = 0
sprpriority = 5

[State 8212]
type = Velset
trigger1 = 1
x = 0.7

[State 8212, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8212, ステート変更]
type = ChangeState
trigger1 = p2dist x < 0
value = 8213
ctrl = 0

[State 8212, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8212, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8214
time = 1

[State 8212, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8215
ctrl = 0

[State 8212, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-330,0]
value = 8211
ctrl = 0

[State 8212, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-30,20]
Trigger1=Random<=15
value = 8217
ctrl = 0

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

;---------------------------------------------------------------------------
; 雑魚2振り向き

[Statedef 8213]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8214
ctrl = 0
sprpriority = 5

[State 8213, 2]
type = Playerpush
trigger1 = 1
value = 0

[state 8213,]
type = turn
trigger1 = p2dist x < 0

[State 8213, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8213, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8214
time = 1

[State 8213, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8215
ctrl = 0

[State 8213, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8211
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚2喰らい1

[Statedef 8214]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 8215
ctrl = 0
sprpriority = 5

[State 8214]
type = Veladd
trigger1 = time = 0
x = -6

[State 8214]
type = Varadd
trigger1 = time = 0
v = 0
value = Var(0) - GetHitVar(damage)

[State 8214, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8214, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8214, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8215
time = 1

[State 8214, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8215
ctrl = 0

[State 8214, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8211
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚2喰らい2

[Statedef 8215]
type    = A
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8216
ctrl = 0
sprpriority = 5

[State 8215]
type = Veladd
trigger1 = time = 0
x = -3

[State 8215]
type = Veladd
trigger1 = time = 0
y = -6

[State 8215, 移動速度]
type = Veladd
trigger1 = 1
y = .4

[State 8215]
type = Varadd
trigger1 = time = 0
v = 0
value = Var(0) - GetHitVar(damage)

[State 8215, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8215, 無敵]
type = NotHitBy
trigger1 = time <= 5
value = SCA
time = 1

[State 8215, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8215, ]
type = HitOverride
trigger1 = time >= 5
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8215
time = 1

[State 8215, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 8219
ctrl = 0

[State 8215 ステート変更]
type = ChangeState
trigger1 = Var(0) >= 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 8216
ctrl = 1

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚2倒れ

[Statedef 8216]
type    = L
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8217
ctrl = 0
sprpriority = 5

[State 8216, ]
type = posset
trigger1 = time = 0
y = 0

[State 8216, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8216, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8216, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8211
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚2攻撃1

[Statedef 8217]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8218
ctrl = 0
sprpriority = 5

[State 8217, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8217, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8217, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8214
time = 1

[State 8217, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 0
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 25
ID = 8217

[State 8217,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8217)
trigger1= (target(8217),movetype=H) && !(target(8217),time)
anim = 6001
ID = 8217
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8217,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(8217)
trigger1= (target(8217),movetype=H) && !(target(8217),time)
anim = 6031
ID = 8217
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8217, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8215
ctrl = 0

[State 8217, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8211
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚2死亡

[Statedef 8219]
type    = L
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8219
ctrl = 0
sprpriority = 5

[State 8219, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8219, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8219, ステート変更]
type = DestroySelf
trigger1 = Time >= 80

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

;---------------------------------------------------------------------------
; 雑魚3誕生

[Statedef 8220]
type    = A
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 8220
ctrl = 0
sprpriority = 5

[State 8220, 移動速度]
type = Veladd
trigger1 = 1
y = .4

[State 8220]
type = Varset
trigger1 = time = 0
v = 0
value = 300

[State 8220, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8220, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8220 ステート変更]
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 8221
Persistent = 0

[State 8220, 移動速度]
type = Velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 8220, 移動速度]
type = posset
trigger1 = Anim = 8221
y = 0

[State 8220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 8221
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3待機

[Statedef 8221]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8222
ctrl = 0
sprpriority = 5

[State 8221, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8221, ステート変更]
type = ChangeState
trigger1 = p2dist x < 0
value = 8223
ctrl = 0

[State 8221, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8221, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8221, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8221, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[30,120]
value = 8222
ctrl = 0

[State 8221, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X >= 30
value = 8231
ctrl = 0

[State 8221, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[30,300]
value = 8233
ctrl = 0

[State 8221, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8227
ctrl = 0

[State 8221, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8228
ctrl = 0

[State 8222, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8230
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3前進

[Statedef 8222]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8223
ctrl = 0
sprpriority = 5

[State 8222]
type = Velset
trigger1 = 1
x = 1.4

[State 8222, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8222, ステート変更]
type = ChangeState
trigger1 = p2dist x < 0
value = 8223
ctrl = 0

[State 8222, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8222, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8222, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8222, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-330,0]
value = 8221
ctrl = 0

[State 8222, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[30,300]
value = 8233
ctrl = 0

[State 8222, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8227
ctrl = 0

[State 8222, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8228
ctrl = 0

[State 8222, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8230
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3振り向き

[Statedef 8223]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8225
ctrl = 0
sprpriority = 5

[State 8223, 2]
type = Playerpush
trigger1 = 1
value = 0

[state 8223,]
type = turn
trigger1 = p2dist x < 0

[State 8223, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8223, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8223, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8223, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3喰らい1

[Statedef 8224]
type    = S
movetype= H
physics = S
juggle  = 4
velset = 0,0
anim = 8226
ctrl = 0
sprpriority = 5

[State 8224]
type = Veladd
trigger1 = time = 0
x = -6

[State 8224]
type = Varadd
trigger1 = time = 0
v = 0
value = Var(0) - GetHitVar(damage)

[State 8224, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8224, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8224, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8225
time = 1

[State 8224, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8224, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3喰らい2

[Statedef 8225]
type    = A
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8227
ctrl = 0
sprpriority = 5

[State 8225]
type = Veladd
trigger1 = time = 0
x = -3

[State 8225]
type = Veladd
trigger1 = time = 0
y = -6

[State 8225, 移動速度]
type = Veladd
trigger1 = 1
y = .4

[State 8225]
type = Varadd
trigger1 = time = 0
v = 0
value = Var(0) - GetHitVar(damage)

[State 8225, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8225, 無敵]
type = NotHitBy
trigger1 = time <= 5
value = SCA
time = 1

[State 8225, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8225, ]
type = HitOverride
trigger1 = time >= 5
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8225
time = 1

[State 8225, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 8229
ctrl = 0

[State 8225 ステート変更]
type = ChangeState
trigger1 = Var(0) >= 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 8226
ctrl = 1

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3倒れ

[Statedef 8226]
type    = L
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8228
ctrl = 0
sprpriority = 5

[State 8226, ]
type = posset
trigger1 = time = 0
y = 0

[State 8226, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8226, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8226, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3攻撃1

[Statedef 8227]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8231
ctrl = 0
sprpriority = 5

[State 8227, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8227, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8227, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8227, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 10, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 0
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 25
ID = 8227

[State 8227,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8227)
trigger1= (target(8227),movetype=H) && !(target(8227),time)
anim = 6001
ID = 8227
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8227,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(8227)
trigger1= (target(8227),movetype=H) && !(target(8227),time)
anim = 6031
ID = 8227
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8227, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8227, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3攻撃2

[Statedef 8228]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8232
ctrl = 0
sprpriority = 5

[State 8228, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8228, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8228, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8228, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 14, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 2
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 25
ID = 8228

[State 8228,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8228)
trigger1= (target(8228),movetype=H) && !(target(8228),time)
anim = 6004
ID = 8228
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8228,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(8228)
trigger1= (target(8228),movetype=H) && !(target(8228),time)
anim = 6031
ID = 8228
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8228, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8228, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3死亡

[Statedef 8229]
type    = L
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 8234
ctrl = 0
sprpriority = 5

[State 8229, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8229, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8229, ステート変更]
type = DestroySelf
trigger1 = Time >= 80

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3攻撃3

[Statedef 8230]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8233
ctrl = 0
sprpriority = 5

[State 8230, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8230, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8230, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 10, 0
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -76
hitsound = s10, 2
guardsound = s20, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -5,0
airguard.velocity = -2.6,-.8
air.type = High
air.velocity = -2.3,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 25
ID = 8230

[State 8230,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8230)
trigger1= (target(8230),movetype=H) && !(target(8230),time)
anim = 6004
ID = 8230
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8228,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(8230)
trigger1= (target(8230),movetype=H) && !(target(8230),time)
anim = 6031
ID = 8230
facing = -1
postype = p2
pos = 0,-80
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8230, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3ダッシュ

[Statedef 8231]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8224
ctrl = 0
sprpriority = 5

[State 8231]
type = Velset
trigger1 = 1
x = 4

[State 8231, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8231, ステート変更]
type = ChangeState
trigger1 = p2dist x < 0
value = 8223
ctrl = 0

[State 8231, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8231, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8231, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8231, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-330,0]
value = 8221
ctrl = 0

[State 8231, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8227
ctrl = 0

[State 8231, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8228
ctrl = 0

[State 8231, ステート変更]
type = ChangeState
Trigger1=P2BodyDist X=[-40,40]
Trigger1=Random<=25
value = 8230
ctrl = 0

;-------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3ジャンプ

[Statedef 8232]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 8229
ctrl = 0
sprpriority = 5

[State 8232, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8232, 無敵]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 8232, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8224
time = 1

[State 8232, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8232, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8233
ctrl = 0

;-------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 雑魚3ジャンプ

[Statedef 8233]
type    = A
movetype= I
physics = N
juggle  = 4
velset = 3,-5
anim = 8230
ctrl = 0
sprpriority = 5

[State 8233, 移動速度]
type = Veladd
trigger1 = 1
y = .4

[State 8233, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8233, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8233, ]
type = HitOverride
trigger1 = 1
attr = SCA,NA, SA, HA, NP, SP, HP
slot = 1
stateno = 8225
time = 1

[State 8233, ステート変更]
type = ChangeState
trigger1 = Var(0) <= 0
value = 8225
ctrl = 0

[State 8233 ステート変更]
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 8221
Persistent = 0

[State 8220, 移動速度]
type = Velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 8233, 移動速度]
type = posset
trigger1 = Anim = 8221
y = 0

[State 8233, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 8221
value = 8221
ctrl = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
;突進
[Statedef 8240]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 5,0
anim = 8240
ctrl = 0
sprpriority = 5

[State 8240, ]
type = posset
trigger1 = time = 0
y = 0

[State 8240, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 8240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = S, HA
animtype  = Hard
damage    = 20,5
getpower  = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = s10,4
guardsound = s20,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -4
air.velocity = -4,-4
ground.cornerpush.veloff = 0
ID = 8240

[State 8240,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8240)
trigger1= (target(8240),movetype=H) && !(target(8240),time)
anim = 6045
ID = 8240
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8240,]
type = Explod
trigger1= movehit
trigger1= Numtarget(8240)
trigger1= (target(8240),movetype=H) && !(target(8240),time)
anim = 6046 + (random%2)
ID = 8240
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause =1 
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5

[State 8240,]
type = Explod
trigger1 = MoveGuarded
trigger1= Numtarget(8240)
trigger1= (target(8240),movetype=H) && !(target(8240),time)
anim = 6010
ID = 8240
facing = -1
postype = p2
pos = 0,-60
bindtime = 1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 100000
supermovetime = 100000
scale = 0.5,0.5


[State 8240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 8240
ctrl = 1

[State 8240, このヘルパーを消す]
type = DestroySelf
trigger1 = Pos X >= 400
trigger2 = Pos X <= -400

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 常時監視ステート（相手に行動を制御されても関係無く常に実行される）
;---------------------------------------------------------------------------

[Statedef -2]

;Ctrl+Dの白い文字のデバッグモード表示を加える
[State -2, デバッグ表示]
type = DisplayToClipboard
trigger1 = 1
text = "Var(5)-Button=%d,Pos X=%d,Y=%d"
params = var(5),floor(Pos X),floor(Pos Y)

[State -2, ]
type = Turn
triggerall = 1
triggerall = ALIVE = 1
trigger1 = Facing = -1
trigger1 = Var(3) = 1
trigger2 = Facing = 1
trigger2 = Var(3) = 2

[State -2]
type = SelfState
triggerall = ALIVE = 1
triggerall = stateno != [3095,3120]
trigger1 = Var(3) != 0
value = 3101

[State -2,]
type = Varset
trigger1 = stateno = [3110,3115]
v = 3
value = 0

[State -2, ]
type = powerset
triggerall = 1
trigger1 = PalNo = 12
value = (powerMax)

[State -2,]
type = attackmulset
triggerall = 1
trigger1 = PalNo = 11
value = 2

[State -2,]
type = defencemulset
triggerall = 1
trigger1 = PalNo = 11
value = 0.5

[State -2,]
type = defencemulset
triggerall = 1
trigger1 = PalNo = 10
value = 0.5

[State -2,]
type = RemoveExplod
trigger1 = stateno != 230
trigger1 = stateno != 630
ID = 238

[State -2,]
type = RemoveExplod
trigger1 = stateno != [1020,1022]
ID = 1020

[State -2,]
type = RemoveExplod
trigger1 = stateno != 210
trigger1 = stateno != 610
ID = 215

[State -2,]
type = RemoveExplod
trigger1 = stateno != 210
trigger1 = stateno != 610
ID = 216

[State -2,]
type = RemoveExplod
trigger1 = stateno != 210
trigger1 = stateno != 610
ID = 217

[State -2,]
type = RemoveExplod
trigger1 = stateno != 210
trigger1 = stateno != 610
ID = 218

[State -2,]
type = RemoveExplod
trigger1 = stateno != 210
trigger1 = stateno != 610
ID = 219

[State -2,]
type = Varset
trigger1 = stateno != 1060
v = 2
value = 0

[State -2,直ガ]
type = Varadd
trigger1 = command = "holdback"
v = 11
value = 1

[State -2,直ガ]
type = VarSet
triggerall = Var(11) != 0
trigger1 = command != "holdback"
v = 11
value = 0

[State -2,直ガ]
type = Varadd
trigger1 =  StateNo != [130,155]
v = 12
value = 0

[State -2,直ガ]
type = Varset
trigger1 = StateNo != [150,155]
v = 13
value = 0

[State -2,直ガ]
type = Varset
trigger1 = StateNo != 150
trigger1 = StateNo != 152
trigger1 = StateNo != 154
v = 14
value = 0

[State -2,DAA用]
type = Varset
trigger1 =  StateNo != [150,155]
v = 15
value = 0

[State -2,FD]
type = Explod
trigger1 = var(16) >= 1
trigger1 = NumExplod(6048) = 0
sprpriority = 5
anim = 6048
postype = p1
pos = 0, -90
scale = 0.5,0.5
removetime = -1
bindtime = -1
pausemovetime = 0
removeongethit = 1
ID = 6048

[State -2,FD]
type = Explod
triggerall = NumExplod(6049) = 0 && NumExplod(6049) <= 1 
triggerall = NumExplod(6048) = 1
trigger1 = var(16) = 0
sprpriority = 5
anim = 6049
postype = p1
pos = 0, -90
scale = 0.5,0.5
removetime = -1
bindtime = 1
pausemovetime = 0
removeongethit = 1
ID = 6049

[State -2,]
type = RemoveExplod
trigger1 = var(16) = 0
ID = 6048

[State -2,]
type = RemoveExplod
trigger1 = var(16) >= 1
ID = 6049

[State -2,FD]
type = Varset
triggerall = var(16) = 3
trigger1 = StateType != A
v = 16
value = 1
ignorehitpause = 1

[State -2,FD]
type = Varset
triggerall = ctrl && StateNo != 500 && StateNo != 505 || StateNo = [100,155]
triggerall = power >= 1
triggerall = var(15) = 0
triggerall = var(59) = 0
triggerall = command = "holdback"
trigger1 = command = "holda" && command = "holdb" || command = "holdx" && command = "holdy"
trigger2 = command = "holda" && command = "holdx" || command = "holdx" && command = "holdb"
trigger3 = command = "holda" && command = "holdy" || command = "holdy" && command = "holdb"
v = 16
value = ifelse(StateType = A,3,ifelse(command = "holddown",2,1))
ignorehitpause = 1

[State -2,FD]
type = Varset
trigger1 = command != "holdback" || command != "FD" 
trigger2 = power = 0
trigger3 = MoveType = H && StateNo != [120,155]
trigger4 = StateNo = 105 || StateNo = 500 || StateNo = 505 
v = 16
value = 0
ignorehitpause = 1

[State -2,FD]
type = Varset
trigger1 = StateNo != [150,155]
v = 17
value = 0
ignorehitpause = 1

[State -2,FD]
type = poweradd
trigger1 = var(16) = [1,2]
value = -2

[State -2,FD]
type = poweradd
trigger1 = var(16) = 3
value = -3

[State -2, FD]
type = ChangeState
triggerall = var(15) = 0
trigger1 = var(16) = 1
trigger1 =  StateNo != [150,155]
value = 130
ctrl = 1

[State -2, FD]
type = ChangeState
triggerall = var(15) = 0
trigger1 = var(16) = 2
trigger1 =  StateNo != [150,155]
value = 131
ctrl = 1

[State -2, FD]
type = ChangeState
trigger1 = var(16) = 3 && StateNo != 105 && StateNo != 500 && StateNo != 505 
trigger1 =  StateNo != [150,155]
value = 132
ctrl = 1

[State -2,バーストゲージMAX]
type = Varset
trigger1 = var(55) >= 14999
trigger1 = stateno != [750,751]
v = 55
value = 15000
ignorehitpause = 1

[State -2,バーストゲージMAX]
type = Varset
trigger1 = RoundState = 1
trigger1 = roundsexisted = 0
v = 55
value = 15000
ignorehitpause = 1

[State -2,バーストゲージ回復]
type = Varadd
triggerall = var(55) <= 14999
triggerall = RoundState = 2
trigger1 = stateno != [750,751]
trigger1 = Life >= (LifeMax*0.6)
v = 55
value = 1
ignorehitpause = 1

[State -2,バーストゲージ回復]
type = Varadd
triggerall = var(55) <= 14999
triggerall = RoundState = 2
trigger1 = stateno != [750,751]
trigger1 = Life <= (LifeMax*0.6) && Life >= (LifeMax*0.25)
v = 55
value = 2
ignorehitpause = 1

[State -2,バーストゲージ回復]
type = Varadd
triggerall = var(55) <= 14999
triggerall = RoundState = 2
trigger1 = stateno != [750,751]
trigger1 = Life <= (LifeMax*0.25)
v = 55
value = 3
ignorehitpause = 1

[State -2,バーストゲージ回復]
type = Varadd
triggerall = var(55) <= 14999
triggerall = RoundState = 2
triggerall = time = 0
triggerall = ALIVE = 1
trigger1 = movetype = H
v = 55
value = ceil((100 + GetHitVar(damage)) * (1 * GethitVar(hitcount) * 0.03))
ignorehitpause = 1

[State -2,金サイクバースト]
type = Varset
triggerall = var(55) = 15000
TriggerAll = EnemyNear,StateNo != [3000,3999]
triggerall = ctrl && StateNo != 105 && StateNo != 500 && StateNo != 505 || StateNo = [100,155]
trigger1 = var(59) = 0
trigger1 = command = "burst"
Trigger2 = PalNo != 12
Trigger2 = var(59) != 0
Trigger2 = RoundState=2
trigger2 = power <= 500
Trigger2=P2BodyDist X=[-15,65]
Trigger2=P2BodyDist Y=[-140,20]
Trigger2=EnemyNear,MoveType=A
Trigger2=Random<=var(59)*60||var(59)>9
Trigger2=EnemyNear,AnimTime<=-21||var(59)<7
v = 18
value = 1
ignorehitpause = 1

[State -2,青サイクバースト]
type = Varset
triggerall = var(55) = 15000
TriggerAll = EnemyNear,StateNo != [3000,3999]
triggerall = ALIVE = 1
triggerall = movetype = H
triggerall = GetHitVar(hitshaketime) <= 5
triggerall = var(59) = 0
triggerall = command = "burst"
Trigger1 = StateNo = [5000,5110]
Trigger2 = StateNo = [120,155]
v = 18
value = 2
ignorehitpause = 1

[State -2,AI青サイクバースト]
type = Varset
triggerall = var(55) = 15000
TriggerAll = EnemyNear,StateNo != [3000,3999]
triggerall = ALIVE = 1
TriggerAll = StateNo = [5000,5110]
triggerall = movetype = H
triggerall = GetHitVar(hitshaketime) <= 5
Trigger1 = var(59) != 0
Trigger1 = RoundState=2
Trigger1=P2BodyDist X=[-50,65]
Trigger1=P2BodyDist Y=[-140,20]
Trigger1=EnemyNear,MoveType=A
Trigger1=Random<=var(59)*60||var(59)>9
Trigger1=EnemyNear,AnimTime<=-21||var(59)<7
v = 18
value = 2
ignorehitpause = 1

[State -2, 金サイクバースト]
type = ChangeState
trigger1 = var(18) = 1
value = 750
ctrl = 0

[State -2, 青サイクバースト]
type = SelfState
trigger1 = var(18) = 2
value = 751
ctrl = 0

[State -2, オプション]
type = Helper
trigger1 = NumHelper(10000) = 0
Persistent = 0
name = "option"
stateno = 10000
ID = 10000
postype = back
pos = 0, 0
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1

[State -2,バーストゲージ被り防止用]
type = Varset
triggerall = RoundState = 1
triggerall = NumPartner
trigger1 = P3Name = "judgment" && TeamMode = simul && BackEdgeDist <= (partner,BackEdgeDist)
trigger2 = P3Name = "jagyuta"
trigger3 = P3Name = "lehyu"
trigger4 = P3Name = "miduma"
v = 19
value = 1
persistent=0

[State -2, バーストゲージ]
type = Helper
triggerall = RoundState = [1,2]
trigger1 = NumHelper(8000) = 0
Persistent = 0
name = "burstge-ji"
stateno = 8000
ID = 8000
postype = back
pos = 160, 0
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
supermovetime = 1000000
pausemovetime = 1000000
IgnoreHitPause = 1

[State -2,ダスト]
type = TargetState
triggerall = var(21) >= 30
trigger1 = Numtarget(240)
trigger1 = target(240),stateno = [241,242]
value = 243
ID = 240

[State -2,ダスト]
type = varadd
trigger1 = Numtarget(240)
trigger1 = target(240),stateno = [241,242]
var(21) = 1
supermovetime = 0
pausemovetime = 0

[State -2,ダスト]
type = varset
trigger1 = Numtarget(240)
trigger1 = target(240),stateno = 243
var(21) = 0
supermovetime = 0
pausemovetime = 0

[State -2,ダスト]
type = varadd
trigger1 = var(22) = 1
var(23) = 1
supermovetime = 0
pausemovetime = 0

[State -2,ダスト]
type = varset
trigger1 = statetype != A
trigger2 = movetype = H
var(22) = 0
supermovetime = 0
pausemovetime = 0

[State -2,ダスト]
type = varset
trigger1 = var(22) = 0
var(23) = 0
supermovetime = 0
pausemovetime = 0

[State -2, 残像表示時間]
type = AfterImageTime
trigger1 = statetype != A
trigger2 = movetype = H
time = 1

[State -2, カメラスクロールの有無]
type = ScreenBound
trigger1 = PalNo = 10
value = 1
movecamera = 1,0

[State -2, コントロール可否]
type = CtrlSet
trigger1 = RoundState = 1
value = 0

[State -2,]
type = SelfState
triggerall != IsHelper
triggerall = RoundState = 2
triggerall = StateNo != [3000,3999]
triggerall = StateNo != 5900
trigger1 = PalNo = 10
value = 3101

;---------------------------------------------------------------------------
; 常時監視ステート（p2statenoなどで相手に行動を制御された時は実行しない）
;---------------------------------------------------------------------------

[Statedef -3]

[State -3,]
type = palfx
trigger1 = NumHelper(6044)
trigger1 = Var(9) = 3
time = 3
add = 255,0,255
sinadd = 0,0,0,0
color = 0
invertall = 0
ignorehitpause=1
persistent = 0

[State -3,]
type = palfx
trigger1 = NumHelper(6043)
trigger1 = Var(9) = 2
time = 3
add = 255,0,0
sinadd = 0,0,0,0
color = 0
invertall = 0
ignorehitpause=1
persistent = 0

[State -3,]
type = palfx
trigger1 = NumHelper(6042)
trigger1 = Var(9) = 1
time = 3
add = 0,0,255
sinadd = 0,0,0,0
color = 0
invertall = 0
ignorehitpause=1
persistent = 0

[State -3,]
type = poweradd
trigger1 = var(8) = 1
value = -500

[State -3,]
type = poweradd
trigger1 = var(20) = 1
value = -500

[State -3]
type = varset
triggerall = var(59) = 0
triggerall = var(2) = 0
triggerall = var(8) = 0
triggerall = command = "RC"
triggerall = power >= 1000
trigger1 = movecontact
trigger2 = stateno = 1025
trigger3 = stateno = 1027
var(6) = 1

[State -3,]
type = poweradd
trigger1 = var(6) = 1
value = -1000

[State -3, FRC判定]
type = Helper
trigger1 = NumHelper(555) = 0
name = "FRC"
stateno = 555
ID = 555
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal
supermovetime = 0
pausemovetime = 0
persistent = 0

[State -3, ヘルパーを出す]
type = Helper
trigger1 = var(20) = 1
name = "CRC"
stateno = 6044
ID = 6044
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
trigger1 = var(20) = 1
name = "CRC"
stateno = 6044
ID = 6044
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
trigger1 = var(20) = 1
name = "CRC"
stateno = 6044
ID = 6044
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
trigger1 = var(8) = 1
name = "FRC"
stateno = 6042
ID = 6042
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
trigger1 = var(8) = 1
name = "FRC"
stateno = 6042
ID = 6042
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
trigger1 = var(8) = 1
name = "FRC"
stateno = 6042
ID = 6042
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
triggerall = var(8) = 0
trigger1 = var(6) = 1
name = "RC"
stateno = 6043
ID = 6043
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
triggerall = var(8) = 0
trigger1 = var(6) = 1
name = "RC"
stateno = 6043
ID = 6043
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3, ヘルパーを出す]
type = Helper
triggerall = var(8) = 0
trigger1 = var(6) = 1
name = "RC"
stateno = 6043
ID = 6043
pos = 0,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -3,FRC]
type = ChangeState
triggerall = Var(8) = 1
trigger1 = StateType != A
value = 0
ctrl = 1

[State -3,FRC]
type = ChangeState
triggerall = var(8) = 1
trigger1 = StateType = A
value = 530
ctrl = 1

[State -3,RC]
type = ChangeState
triggerall = var(8) = 0
triggerall = var(6) = 1
trigger1 = StateType != A
value = 0
ctrl = 1

[State -3,RC]
type = ChangeState
triggerall = var(8) = 0
triggerall = var(6) = 1
trigger1 = StateType = A
value = 530
ctrl = 1

[State -3,]
type = RemoveExplod
trigger1 = stateno != 230
trigger1 = stateno != 630
ID = 238

[State -3,]
type = RemoveExplod
trigger1 = stateno != [1020,1022]
ID = 1020

[State -3,]
type = Varset
trigger1 = enemy,GethitVar(hitcount) >=0 
v = 10
value = 0 + (enemy,GethitVar(hitcount))

[State -3,]
type = Varset
trigger1 = p2movetype != H
v = 10
value = 0

[State -3,]
type = AttackMulSet
trigger1 = Var(10) > 0
trigger1 = Var(10) < 10
value = 1.0 - (var(10) * 0.07)

[State -3,]
type = AttackMulSet
trigger1 = p2movetype != H
value = 1

[State -3,]
type = poweradd
trigger1 = 1
trigger1 = P2BodyDist X > -10
trigger1 = Stateno = 100
value = 4

[State -3,]
type = RemoveExplod
trigger1 = Vel X <= 5
id = 1020

[State -3, 空中ジャンプ・ダッシュ回数リセット]
type = VarSet
trigger1 = 1
trigger1 = statetype != A
v = 0
value = 0

[State -3, ハイジャンプ慣性]
type = VarSet
trigger1 = 1
trigger1 = Stateno = [525,526]
v = 25
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AI　�~�aさんのAI説明書を参考にさしてもらいました。
;---------------------------------------------------------------------------
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3, AIフラグセット]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
var(59) = 11;←ここの数値をいじると強さが変化　強い11←→0弱い

[State -3, 直ガ率]
type = VarSet
trigger1 = var(59) != 0
var(58) = 30;←直ガ率




[State -3];変数設定
Type=varset
triggerall=!ishelper
Trigger1=numenemy=1
var(26)=enemynear,ID

[State -3];変数設定
Type=varset
triggerall=!ishelper
Trigger1=numenemy=2
var(26)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;暴発
;Time=1 Random StateNo
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;切り替えし
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;投げ
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,ラスアポ]
Type = ChangeState
Value = 3000
TriggerAll=var(59) != 0
TriggerAll=RoundState=2
triggerall = power >= 1000
TriggerAll=StateType!=A
triggerall = NumHelper(3000) = 0
triggerall = NumHelper(6510) = 0
TriggerAll=P2BodyDist X=[15,100]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(26)),AnimTime<=-10||var(59)<7
TriggerAll=playerID(var(26)),Time>=30||var(59)>11
Trigger1 = playerID(var(26)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,ソニック]
Type = ChangeState
Value = 3200
TriggerAll=var(59) != 0
TriggerAll=RoundState=2
triggerall = power >= 1000
TriggerAll=StateType!=A
triggerall = NumHelper(3000) = 0
triggerall = NumHelper(6510) = 0
TriggerAll=P2BodyDist X=[-320,320]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),MoveType=A
TriggerAll=playerID(var(26)),StateType=S
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(26)),AnimTime<=-9||var(59)<7
TriggerAll=playerID(var(26)),Time>=30||var(59)>11
Trigger1 = playerID(var(26)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,翻る]
Type = ChangeState
Value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-140,50]
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(26)),AnimTime<=-3||var(59)<7
TriggerAll=playerID(var(26)),Time>=30||var(59)>11
Trigger1 = playerID(var(26)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,リバサ翻る]
Type = ChangeState
Value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,100]
TriggerAll=P2BodyDist Y=[-140,0]
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(26)),Time>=30||var(59)>11
Trigger1 = playerID(var(26)),Time>=50||var(59)>11
Trigger1 = (PrevStateNo=[5000,5270])

[State -3,11Pパニッシュ]
Type = ChangeState
Value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PalNo = 11
TriggerAll=P2BodyDist X=[40,270]
TriggerAll=P2BodyDist Y>=-140
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(26)),AnimTime<=-7||var(59)<7
TriggerAll=playerID(var(26)),Time>=30||var(59)>11
Trigger1 = playerID(var(26)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,パニッシュ]
Type = ChangeState
Value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[40,120]
TriggerAll=P2BodyDist Y>=-140
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(26)),AnimTime<=-7||var(59)<7
TriggerAll=playerID(var(26)),Time>=30||var(59)>11
Trigger1 = playerID(var(26)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,ジャンプ]
Type     = ChangeState
Value    = 40
triggerall = RoundState = 2
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),HitDefAttr=SCA,AT
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(26)),Time>=30||var(59)>11
Trigger1 = playerID(var(26)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;タッグ用行動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,追撃（S）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType = A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,120]
triggerall = P2bodydist Y >= -120
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 220
trigger1 = playerID(var(26)),MoveType = H
value = 220

[State -3,追撃（HS）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,200]
triggerall = P2bodydist Y >= -150
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(26)),MoveType = H
value = 230

[State -3,加勢ダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
trigger1 = partner,ALIVE
value = 100

[State -3,救助ダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
trigger1 = partner,ALIVE
trigger1 = partner,MoveType = H
value = 100

[State -3,タッグ用援護射撃（チェーン）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,250]
triggerall = P2bodydist Y >= -50
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(26)),MoveType = H
trigger1 = (playerID(var(26)),StateNo != [120,159])
trigger2 = (playerID(var(26)),StateNo = [120,159])
value = 1050

[State -3,タッグ用援護射撃（ペイン）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,320]
triggerall = P2bodydist Y >= -140
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(26)),MoveType = H
trigger1 = (playerID(var(26)),StateNo != [120,159])
trigger2 = (playerID(var(26)),StateNo = [120,159])
value = 1000

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ガード 
;inguarddist playerID(var(26)),HitDefAttr = SCA,AA;打撃
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,立ちガード]
Type = ChangeState
Value = 120
TriggerAll=var(59) != 0
triggerall = RoundState = 2
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl
TriggerAll=inguarddist
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||playerID(var(26)),Time>50
Trigger2 = Random<=var(59)*150

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上起き攻め 
;playerID(var(26)),StateType = L playerID(var(26)),AnimTime P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,モンスター]
Type = ChangeState
value = 3090
TriggerAll = var(59) != 0
triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = Life >= (LifeMax*0.4)
triggerall = PalNo != 12
triggerall = power >= 2000
triggerall = NumHelper(3140) = 0
TriggerAll = playerID(var(26)),StateType = L
TriggerAll = Random <= var(59)*100
Trigger1 = Ctrl||StateNo = 100||StateNo = 102

[State -3,ダンゴ虫]
Type = ChangeState
value = 3010
TriggerAll = var(59) != 0
triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = power >= 1000
triggerall = Life >= 500
triggerall = Enemy,Life <= 200
TriggerAll = playerID(var(26)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100||StateNo = 102
TriggerAll = P2BodyDist X <= 300
Trigger1 = playerID(var(26)),StateNo = 5120

[State -3,サブバート]
Type = ChangeState
value = 1010
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll = StateType != A
TriggerAll = playerID(var(26)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100||StateNo = 102
Trigger1 = P2BodyDist X <= 110

[State -3,ジャンプ]
Type = ChangeState
value = 40
TriggerAll = var(59) != 0
Triggerall = Random <= 200
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100||StateNo = 102
Triggerall = P2BodyDist X <= 60
Trigger1 = playerID(var(26)),StateType = L
Trigger2 = PrevStateNo = 1010

[State -3,バクステ]
Type = ChangeState
value = 105
TriggerAll = var(59) != 0
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl
Triggerall = BackEdgeBodyDist>=20
Triggerall = P2BodyDist X <= 100
Trigger1 = playerID(var(26)),StateType = L
Trigger2 = PrevStateNo = 1010

[State -3,ペイン]
Type = ChangeState
value = 1000
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll = StateType != A
TriggerAll = playerID(var(26)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100||StateNo = 102
Trigger1 = P2BodyDist X >= 40

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中起き攻め(詐欺飛び) 
;playerID(var(26)),StateType = L playerID(var(26)),AnimTime P2bodyDist Y P2bodyDist X 
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,]
Type = ChangeState
value = 500
triggerall = RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType=A
TriggerAll = Ctrl
triggerall = Pos Y <= -40
Trigger1 = BackEdgeBodyDist<=10
trigger1 = P2bodydist X = [-5,50]
trigger1 = P2bodydist Y >= 10

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上目押し 
;Prevstateno playerID(var(26)),Movetype = H playerID(var(26)),stateno = [120,159]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,ダッシュS]
type = ChangeState
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = playerID(var(26)),StateType != A
triggerall = playerID(var(26)),StateType != L
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-20,120]
triggerall = P2bodydist Y >= -180
triggerall = StateNo = 100||StateNo = 102
trigger1 = playerID(var(26)),MoveType = H
trigger1 = playerID(var(26)),StateType != A
trigger1 = (playerID(var(26)),StateNo != [120,155])
value = 220

[State -3,ダッシュ]
type = ChangeState
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = playerID(var(26)),StateType != L
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,180]
triggerall = P2bodydist Y >= -60
TriggerAll = PrevStateNo = 230
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
trigger1 = playerID(var(26)),StateType != A
trigger1 = (playerID(var(26)),StateNo != [120,155])
value = 100

[State -3,原作ペイン]
type = ChangeState
TriggerAll = var(59) != 0
triggerall = PalNo >= 7
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
triggerall = playerID(var(26)),StateType != A
Triggerall = !inguarddist
triggerall = Life <= 300
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [90,360]
triggerall = P2bodydist Y = [-180,0]
triggerall = Ctrl||StateNo = 100||StateNo = 102
trigger1 = (playerID(var(26)),StateNo != [120,155])
trigger1 = playerID(var(26)),MoveType = H
value = 1000

[State -3,拾い]
type = ChangeState
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,50]
triggerall = P2bodydist Y = [-100,-20]
triggerall = NumHelper(3000) = 0
TriggerAll = PrevStateNo != 200
triggerall = Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),GethitVar(fall) = 1
triggerall = playerID(var(26)),CanRecover = 0
trigger1 = (playerID(var(26)),StateNo != [120,155])
trigger1 = playerID(var(26)),MoveType = H
trigger1 = playerID(var(26)),stateType = A
value = 200

[State -3,拾い]
type = ChangeState
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,50]
triggerall = P2bodydist Y = [-20,0]
triggerall = playerID(var(26)),Vel Y <= 0
triggerall = Ctrl||StateNo = 100||StateNo = 102
triggerall = NumHelper(3000) = 0
TriggerAll=playerID(var(26)),GethitVar(fall) = 1
triggerall = playerID(var(26)),CanRecover = 0
trigger1 = (playerID(var(26)),StateNo != [120,155])
trigger1 = playerID(var(26)),MoveType = H
trigger1 = playerID(var(26)),stateType = A
value = 200

[State -3,おこぼれS]
type = ChangeState
TriggerAll = var(59) != 0
Triggerall = Random <= 400
triggerall = RoundState = 2
triggerall = playerID(var(26)),StateType != A
triggerall = playerID(var(26)),StateType != L
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,100]
triggerall = P2bodydist Y >= -180
triggerall = Ctrl||StateNo = 100||StateNo = 102
trigger1 = playerID(var(26)),MoveType = H
value = 220

[State -3,おこぼれHS]
type = ChangeState
TriggerAll = var(59) != 0
Triggerall = Random <= 200
triggerall = RoundState = 2
triggerall = playerID(var(26)),StateType != L
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = playerID(var(26)),Vel Y = [-3,0]
triggerall = P2bodydist X = [120,180]
triggerall = P2bodydist Y >= -180
triggerall = Ctrl||StateNo = 100||StateNo = 102
trigger1 = playerID(var(26)),MoveType = H
value = 230

[State -3,おこぼれP]
type = ChangeState
TriggerAll = var(59) != 0
Triggerall = Random <= 400
triggerall = RoundState = 2
triggerall = playerID(var(26)),StateType != A
triggerall = playerID(var(26)),StateType != L
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-40,60]
triggerall = P2bodydist Y >= -180
triggerall = Ctrl||StateNo = 100||StateNo = 102
trigger1 = playerID(var(26)),MoveType = H
value = 200

[State -3,サブバート]
Type = ChangeState
value = 1010
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll = StateType != A
TriggerAll = playerID(var(26)),StateType = A
triggerAll = playerID(var(26)),MoveType = H
TriggerAll = Random <= var(59)*100
triggerAll = P2bodydist Y = [0,5]
triggerAll = playerID(var(26)),Vel Y>= 1
triggerAll = playerID(var(26)),Vel X>= -1
TriggerAll = Ctrl||StateNo = 100||StateNo = 102
TriggerAll=playerID(var(26)),GethitVar(fall) = 1
triggerall = playerID(var(26)),CanRecover = 0
Trigger1 = P2BodyDist X <= 120

[State -3,モンスター]
Type = ChangeState
value = 3090
TriggerAll = var(59) != 0
triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = Life >= (LifeMax*0.4)
triggerall = PalNo != 12
triggerall = power >= 2000
triggerall = NumHelper(3140) = 0
TriggerAll = playerID(var(26)),StateType = A
triggerAll = playerID(var(26)),MoveType = H
TriggerAll = Random <= var(59)*100
triggerAll = P2bodydist Y = [0,5]
triggerAll = playerID(var(26)),Vel Y>= 1
TriggerAll = Ctrl||StateNo = 100||StateNo = 102
Trigger1=playerID(var(26)),GethitVar(fall) = 1
trigger1 = playerID(var(26)),CanRecover = 0

[State -3,ダッシュ]
type = ChangeState
TriggerAll = var(59) != 0
triggerall = RoundState = 2
triggerall = playerID(var(26)),StateType != L
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [220,350]
triggerall = P2bodydist Y >= -180
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
trigger1 = playerID(var(26)),StateType != A
trigger2 = playerID(var(26)),StateType = A
trigger2 = playerID(var(26)),GethitVar(fall) = 1
trigger2 = playerID(var(26)),CanRecover = 0
value = 100

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上繋ぎ 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,SからHS]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-10,100]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=MoveHit=1
Triggerall = power >= 500
Trigger1 = StateNo=220
trigger1 = playerID(var(26)),stateType != A
Value    = 230

[State -3,Sから地面殴り強]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),StateType != A
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=MoveContAct=1
Trigger1 = StateNo=220
Value    = 410

[State -3,KからS]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
trigger1 = playerID(var(26)),stateType != A
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,100]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=MoveContAct=1
Triggerall = power >= 500
Trigger1 = StateNo=210
Value    = 220

[State -3,追い討ちアポカリプス]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
triggerall = power >= 1000
TriggerAll=StateType != A
triggerall = NumHelper(3000) = 0
triggerall = NumHelper(6510) = 0
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[5,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveHit=1
Trigger1 = StateNo=230
Trigger1=playerID(var(26)),StateType != A
Trigger2 = StateNo=220
Value    = 3000

[State -3,追い討ちソニック]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
triggerall = power >= 1000
TriggerAll=StateType != A
triggerall = NumHelper(3000) = 0
triggerall = NumHelper(6510) = 0
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-80
TriggerAll=MoveHit=1
Trigger1=P2BodyDist X=[130,320]
Trigger1 = StateNo=230
Trigger2=P2BodyDist X=[130,320]
Trigger2 = StateNo=220
Trigger3=P2BodyDist X=[0,320]
Trigger3 = StateNo=210
Trigger3=AnimElemTime(6) >= 0
Trigger4=P2BodyDist X=[0,320]
Trigger4 = power >= 1500
Trigger4 = StateNo=1020 && AnimElemTime(6) >= 0
Value    = 3200

[State -3,JC]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-150
TriggerAll = MoveHit=1
Triggerall = StateNo=410
Trigger1 = P2BodyDist X=[0,120]
Trigger2 = P2BodyDist X=[0,150]
Trigger2 = playerID(var(26)),BackEdgeBodyDist<=10
Value    = 40

[State -3,ペイン]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[80,320]
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
Trigger1=MoveGuarded=1
Trigger1 = StateNo=410
Trigger2=MoveGuarded=1
Trigger2 = power >= 1000
Trigger2 = StateNo=1020 && AnimElemTime(6) >= 0
Value    = 1000

[State -3,ペイン]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,320]
TriggerAll = PalNo >= 7
Trigger1=MoveContAct=1
Trigger1 = StateNo=410
Trigger2=MoveGuarded
Trigger2 = power >= 1000
Trigger2 = StateNo=1020 && AnimElemTime(6) >= 0
Value    = 1000

[State -3,JC]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll = MoveHit=1
trigger1= Numtarget(240)
trigger1= target(240),stateno = [241,242]
Trigger1 = StateNo=240
Value    = 245

[State -3,D]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType = C
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=400
Value    = 240

[State -3,逃げ翻る]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=MoveGuarded=1
Triggerall = power >= 500
Trigger1 = StateNo=400
Trigger2 = StateNo=410
Value    = 1060

[State -3,SからJC]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y=[-200,-15]
TriggerAll=MoveHit=1
Trigger1 = StateNo=220
Value    = 40

[State -3,2PからJC]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=400
Trigger2 = StateNo=410
Value    = 40

[State -3,Sからパニッシュ]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,70]
TriggerAll=P2BodyDist Y=[-15,5]
TriggerAll=MoveHit=1
Trigger1 = playerID(var(26)),BackEdgeBodyDist>=10
Trigger1 = StateNo=220
Value    = 1020

[State -3,PからS]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-10,100]
TriggerAll=P2BodyDist Y=[-200,30]
TriggerAll=MoveHit=1
Trigger1 = StateNo=200
trigger1 = playerID(var(26)),stateType = A
Value    = 220

[State -3,Kから地面殴り弱]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,60]
TriggerAll=P2BodyDist Y>=-50
TriggerAll=MoveContAct=1
Trigger1=AnimElemTime(6) >= 0
Trigger1 = StateNo=210
Value    = 400

[State -3,K.Sからパニッシュ(ガード)]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[100,130]
TriggerAll=P2BodyDist Y>=-70
Triggerall = power >= 1000
TriggerAll=MoveGuarded=1
TriggerAll = playerID(var(26)),BackEdgeBodyDist>=20
Trigger1 = StateNo=210
Trigger2 = StateNo=220
Trigger3 = StateNo=400
Value    = 1020

[State -3,K.Sからパニッシュ(ヒット)]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[100,130]
TriggerAll=P2BodyDist Y>=-70
TriggerAll=Movehit=1
TriggerAll = playerID(var(26)),BackEdgeBodyDist>=20
Trigger1 = StateNo=210
Trigger2 = StateNo=220
Value    = 1020

[State -3,Kからチェーン]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=P2BodyDist X=[120,170]
TriggerAll=P2BodyDist Y>=-50
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=210
Trigger2 = MoveContAct=1
Trigger2 = StateNo=220
Value    = 1050

[State -3,PからK]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,150]
TriggerAll=P2BodyDist Y>=-150
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Value    = 210

[State -3,ペインにD]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType=C
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-10,60]
TriggerAll=P2BodyDist Y>=-50
TriggerAll=Ctrl || (stateno = [100,102])
trigger1 = NumHelper(1000)
Trigger1 = helper(1000),MoveGuarded=1
Trigger1 = helper(1000),StateNo=1001
trigger2 = NumHelper(1010)
Trigger2 = helper(1010),MoveGuarded=1
Trigger2 = helper(1010),StateNo=1011
Value    = 240

[State -3,ペインオラクルにK]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType!=A
TriggerAll=P2BodyDist X=[-30,100]
TriggerAll=P2BodyDist Y>=-150
TriggerAll=Ctrl || (stateno = [100,102])
trigger1 = NumHelper(1000)
Trigger1 = helper(1000),MoveContAct=1
Trigger1 = helper(1000),StateNo=1001
trigger2 = NumHelper(1010)
Trigger2 = helper(1010),MoveContAct=1
Trigger2 = helper(1010),StateNo=1011
Value    = 210

[State -3,ペインに地面弱]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType=S
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-30,40]
TriggerAll=P2BodyDist Y>=-50
TriggerAll=Ctrl || (stateno = [100,102])
trigger1 = NumHelper(1000)
Trigger1 = helper(1000),MoveGuarded=1
Trigger1 = helper(1000),StateNo=1001
trigger2 = NumHelper(1010)
Trigger2 = helper(1010),MoveContAct=1
Trigger2 = helper(1010),StateNo=1011
Value    = 400

[State -3,ペインオラクルに地面強]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType=S
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,100]
TriggerAll=P2BodyDist Y>=-50
TriggerAll=Ctrl || (stateno = [100,102])
trigger1 = NumHelper(1000)
Trigger1 = helper(1000),MoveGuarded=1
Trigger1 = helper(1000),StateNo=1001
trigger2 = NumHelper(1010)
Trigger2 = helper(1010),MoveContAct=1
Trigger2 = helper(1010),StateNo=1011
Value    = 410

[State -3,ペインに翻る]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,60]
TriggerAll=P2BodyDist Y>=-180
Triggerall = power >= 500
TriggerAll=Ctrl || (stateno = [100,102])
triggerall = NumHelper(1000)
TriggerAll = helper(1000),MoveContAct=1
Trigger1 = helper(1000),StateNo=1001
Value    = 1060

[State -3,ペインにダッシュ（空中）]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*80)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType=A
TriggerAll=P2BodyDist X=[60,320]
TriggerAll=P2BodyDist Y>=-250
TriggerAll=Ctrl
triggerall = NumHelper(1000)
TriggerAll=helper(1000),MoveContAct=1
Trigger1 = helper(1000),StateNo=1001
Value    = 100

[State -3,ペインにペイン]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
triggerall = PalNo >= 7
triggerall = Life <= 300
TriggerAll=playerID(var(26)),StateType!=A
TriggerAll=P2BodyDist X=[140,360]
TriggerAll=P2BodyDist Y>=-70
TriggerAll=Ctrl || (stateno = [100,102])
triggerall = NumHelper(1000)
Triggerall = power >= 500
TriggerAll=helper(1000),MoveContAct=1
Trigger1 = helper(1000),StateNo=1001
Value    = 1000

[State -3,ペインにダッシュ(ヒット)]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*80)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType!=A
TriggerAll=P2BodyDist X=[-40,320]
TriggerAll=P2BodyDist Y>=-150
TriggerAll=Ctrl
triggerall = NumHelper(1000)
TriggerAll=helper(1000),Movehit=1
Trigger1 = helper(1000),StateNo=1001
Value    = 100

[State -3,ペインにダッシュ(ガード)]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*80)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType!=A
TriggerAll=P2BodyDist X=[-40,320]
TriggerAll=P2BodyDist Y>=-150
TriggerAll=Ctrl
triggerall = NumHelper(1000)
TriggerAll=helper(1000),MoveGuarded=1
Trigger1 = helper(1000),StateNo=1001
Value    = 100

[State -3,ペインにジャンプ]
Type     = ChangeState
TriggerAll=StateType != A
TriggerAll=var(59)&&Random<=(var(59)*80)
triggerall = RoundState = 2
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType=C
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[200,350]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl || (stateno = [100,102])
trigger1 = NumHelper(1000)
Trigger1 = helper(1000),MoveGuarded=1
Trigger1 = helper(1000),StateNo=1001
trigger2 = NumHelper(1010)
Trigger2 = helper(1010),MoveGuarded=1
Trigger2 = helper(1010),StateNo=1011
Value    = 40

[State -3,追い討ちパニッシュ]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=MoveHit=1
Trigger1 = power >= 500
Trigger1 = StateNo=230
Trigger1=playerID(var(26)),StateType != A
Trigger2 = StateNo=400
Trigger2 = playerID(var(26)),BackEdgeBodyDist>=20
Trigger3 = StateNo=210
Trigger3=AnimElemTime(6) >= 0
Trigger4 = Ctrl || (stateno = [100,102])
trigger4 = NumHelper(3000)
Trigger4 = helper(3000),StateNo=3005
Value    = 1020

[State -3,逃げ翻る]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,100]
TriggerAll=P2BodyDist Y>=-150
Triggerall = power >= 500
Trigger1 = MoveContAct=1
Trigger1 = StateNo=220
Trigger2 = MoveContAct=1
Trigger2 = StateNo=230
trigger3 = NumHelper(3010)
Trigger3 = helper(3010),MoveContAct=1
Trigger3 = helper(3010),StateNo=3015
Trigger4 = Movehit=1
Trigger4 = StateNo=400
Value    = 1060

[State -3,追い討ちチェーン]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[100,240]
TriggerAll=P2BodyDist Y>=-150
TriggerAll=playerID(var(26)),StateType!=A
Trigger1 = MoveContAct=1
Trigger1 = StateNo=220
Trigger2 = MoveContAct=1
Trigger2 = StateNo=230
Trigger3 = MoveGuarded=1
Trigger3 = StateNo=410
Value    = 1050

[State -3,追い討ちペイン]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[80,300]
TriggerAll=P2BodyDist Y>=-150
Triggerall = power >= 500
Trigger1 = MoveContAct=1
Trigger1 = StateNo=220
Trigger2 = MoveContAct=1
Trigger2 = StateNo=230
Value    = 1000


[State -3,逃げJC]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[100,300]
TriggerAll=P2BodyDist Y>=-150
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=220
Trigger2 = MoveGuarded=1
Trigger2 = StateNo=230
Value    = 40

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中目押し 
;AnimTime=0 Prevstateno playerID(var(26)),Movetype = H playerID(var(26)),stateno = [120,159]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,波動]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(26)),StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
triggerall = P2bodydist X = [0,40]
Trigger1 = BackEdgeBodyDist>=10
Trigger1 = P2BodyDist Y=[0,70]
value = 1040

[State -3,Dから追撃ダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = var(0) <= 1
triggerall = Pos Y <= -20
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = StateNo = 640
triggerall = P2bodydist Y = [-120,-70]
TriggerAll=playerID(var(26)),BackEdgeBodyDist<=20
triggerall = Ctrl
trigger1 = playerID(var(26)),MoveType = H
value = 500

[State -3,画面端.浮かせから追撃S]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
triggerall = StateNo != 500
TriggerAll=playerID(var(26)),BackEdgeBodyDist<=20
Triggerall = Random <= var(59)*100
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
triggerall = P2bodydist X = [0,100]
trigger1 = P2bodydist Y = [-120,100]
trigger2 = P2bodydist Y = [-100,80]
value = 620

[State -3,浮かせから追撃K]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
triggerall = StateNo != 500
Triggerall = Random <= var(59)*100
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
triggerall = P2bodydist X = [0,120]
trigger1 = P2bodydist Y = [-80,80]
trigger2 = P2bodydist Y = [-100,80]
trigger2 = Vel Y <= -7.5
value = 610

[State -3,ダッシュから追撃S]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,180]
triggerall = P2bodydist Y = [-150,-80]
triggerall = StateNo = 500
triggerall = Ctrl
trigger1 = playerID(var(26)),MoveType = H
trigger1 = playerID(var(26)),Vel Y >= 1.5
value = 620

[State -3,ダッシュなし追撃S]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-150,-40]
triggerall = Ctrl
trigger1 = playerID(var(26)),MoveType = H
value = 620

[State -3,浮かせから追撃HS]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
triggerall = Vel X <= 5
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [50,100]
triggerall = P2bodydist Y = [-180,30]
triggerall = Ctrl
trigger1 = stateno != 500
trigger1 = playerID(var(26)),MoveType = H
value = 630

[State -3,波動青キャンから追撃ダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = var(0) <= 1
triggerall = Pos Y <= -40
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = PrevStateNo = 1040
triggerall = NumTarget(1041)
triggerall = Target(1041),StateNo = 1042
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
trigger1 = P2bodydist X = [100,250]
trigger1 = P2bodydist Y = [30,-100]
value = 500

[State -3,翻る青キャンからから追撃ダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = var(0) <= 1
triggerall = Pos Y <= -40
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = PrevStateNo = 1060
triggerall = Ctrl
triggerall = playerID(var(26)),MoveType = H
trigger1 = P2bodydist X = [50,230]
trigger1 = P2bodydist Y <= 60
value = 500

[State -3,翻る青キャンから逃げダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = var(0) <= 1
triggerall = Pos Y <= -40
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = PrevStateNo = 1060
triggerall = Ctrl
Trigger1 = BackEdgeBodyDist<=20
value = 500

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;隙付き
;playerID(var(26)),MoveType=I !playerID(var(26))Ctrl playerID(var(26)),StateType=A
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,50]
triggerall = P2bodydist Y = [-20,0]
triggerall = Ctrl
TriggerAll = playerID(var(26)),AnimTime <= -7
triggerAll = playerID(var(26)),MoveType = I
trigger1 = (playerID(var(26)),StateNo = [200,649])
Trigger2 = playerID(var(26)),StateType = A
Trigger2 = !playerID(var(26)),Ctrl
value = 400

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中繋ぎ 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,ダストコンボ]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-20,60]
TriggerAll=P2BodyDist Y=[-180,-80]
TriggerAll=MoveContAct=1
Trigger1 = Var(21) = [1,29]
Trigger1 = StateNo=245
Value    = 620

[State -3,固めに空中ダッシュから波動]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y=[0,150]
triggerall = Ctrl
trigger1 = NumHelper(1000)
Trigger1 = helper(1000),MoveContAct=1
Trigger1 = helper(1000),StateNo=1001
trigger2 = NumHelper(1010)
Trigger2 = helper(1010),MoveContAct=1
Trigger2 = helper(1010),StateNo=1011
Value    = 1040

[State -3,固めに空中ダッシュ]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
triggerall = var(0) <= 1
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType!=A
TriggerAll=P2BodyDist X=[120,350]
triggerall =StateNo != 500
triggerall = Ctrl
triggerall = Pos Y <= -40
trigger1 = NumHelper(1000)
Trigger1 = helper(1000),MoveContAct=1
Trigger1 = helper(1000),StateNo=1001
trigger2 = NumHelper(1010)
Trigger2 = helper(1010),MoveContAct=1
Trigger2 = helper(1010),StateNo=1011
Value    = 500

[State -3,HSからパニッシュ（敵地上）]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=playerID(var(26)),StateType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[60,100]
TriggerAll=P2BodyDist Y=[0,50]
TriggerAll=MoveHit=1
Trigger1 = StateNo=630
Value    = 1022

[State -3,SからHS]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
triggerall = var(0) = [1,2]
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-70,50]
TriggerAll=playerID(var(26)),BackEdgeBodyDist<=20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=620
Value    = 630

[State -3,HSからD]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
triggerall = var(0) = [1,2]
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-20,80]
TriggerAll=P2BodyDist Y=[-140,60]
TriggerAll=MoveContAct=1
TriggerAll=playerID(var(26)),BackEdgeBodyDist<=20
Trigger1 = StateNo=630
Value    = 640

[State -3,SからD]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
triggerall = var(0) <= 0
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-20,80]
TriggerAll=P2BodyDist Y=[-120,50]
TriggerAll=playerID(var(26)),BackEdgeBodyDist<=20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=620
Value    = 640

[State -3,KからS]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y=[-120,30]
TriggerAll=MoveContAct=1
Trigger1=AnimElemTime(6) >= 0
Trigger1 = StateNo=610
Value    = 620

[State -3,SからJC]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
triggerall = var(0) <= 0
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,150]
TriggerAll=P2BodyDist Y=[-180,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=620
Value    = 510

[State -3,ダッシュSからHS]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,150]
TriggerAll=P2BodyDist Y=[-180,0]
triggerall = Vel x >= 5
TriggerAll=MoveContAct=1
Trigger1 = StateNo=620
Value    = 630

[State -3,SからHS]
Type     = ChangeState
TriggerAll=var(59)&&Random<=(var(59)*100)
triggerall = RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(26)),Alive
TriggerAll=playerID(var(26)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=MoveContAct=1
Triggerall = StateNo=620
Trigger1=P2BodyDist X=[-30,130]
Trigger1=P2BodyDist Y=[-150,40]
Value    = 630

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ぶっぱ
;playerID(var(26)),Ctrl playerID(var(26)),MoveType=A P2BodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,HS]
Type = ChangeState
value = 230
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,S]
Type = ChangeState
value = 220
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,K]
Type = ChangeState
value = 210
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,地面殴り強]
Type = ChangeState
value = 410
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,地面殴り弱]
Type = ChangeState
value = 400
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,ペイン原作]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = PalNo >= 7
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,ペイン]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,パニッシュ]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,チェーン]
Type = ChangeState
value = 1050
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1000) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

[State -3,翻る]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
triggerAll = var(2) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=playerID(var(26)),MoveType=A||playerID(var(26)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*8

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上移動 
;Ctrl Random P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,しゃがみ(ｶﾞｰﾄﾞ切替も兼ねてる)]
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,しゃがみ解除(ｶﾞｰﾄﾞ切替も兼ねてる)]
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=2
TriggerAll=StateNo = 11
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,ダッシュ]
Type     = ChangeState
Value    = 100
Triggerall = var(59)!= 0
TriggerAll=RoundState = 2
Triggerall = StateType != A
Triggerall = playerID(var(26)),StateType != L
Triggerall = playerID(var(26)),MoveType != H
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = Random <= var(59)*7
Trigger1 = P2BodyDist X >= 100

[State -3,ﾊﾞｯｸｽﾃｯﾌﾟ]
Type     = ChangeState
Value    = 105
Triggerall = var(59)!= 0
TriggerAll=RoundState = 2
Triggerall = StateType != A
Triggerall = playerID(var(26)),StateType != L
Triggerall = playerID(var(26)),MoveType != H
Triggerall = playerID(var(26)),Stateno != [120,159]
Triggerall = Ctrl
Triggerall = PrevStateNo != 105
Triggerall = backedgebodydist > 62
Trigger1 = P2BodyDist X <= 60
trigger1 = Random <=var(59)*3

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上立ち回り技振り 
;Ctrl Random playerID(var(26)),Movetype = I　inguarddist  P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,アポカリプス対空]
Type = ChangeState
value = 3000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = power >= 1000
triggerall = NumHelper(3000) = 0
triggerall = NumHelper(6510) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [0,100]
TriggerAll=P2BodyDist Y = [-120,-70]
TriggerAll=playerID(var(26)),StateType=A
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Trigger1 = Random <= var(59)*30

[State -3,S対空]
Type = ChangeState
value = 220
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[30,100]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=playerID(var(26)),StateType=A
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Trigger1 = Random <= var(59)*18

[State -3,HS対空]
Type = ChangeState
value = 230
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[90,150]
TriggerAll=P2BodyDist Y=[-160,-80]
TriggerAll=playerID(var(26)),StateType=A
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Trigger1 = Random <= var(59)*16

[State -3,牽制S]
Type = ChangeState
value = 220
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [40,120]
TriggerAll=P2BodyDist Y >= -70
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType=A
TriggerAll = PrevStateNo != 220
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Trigger1 = Random <= var(59)*17

[State -3,牽制P]
Type = ChangeState
value = 200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-20,60]
TriggerAll=P2BodyDist Y >= -30
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType=A
TriggerAll = PrevStateNo != 200
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Trigger1 = Random <= var(59)*12

[State -3,牽制K]
Type = ChangeState
value = 210
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [140,180]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(playerID(var(26)),StateNo != [120,159])
TriggerAll = PrevStateNo != 210
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Trigger1 = Random <= var(59)*8

[State -3,D]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(26)),StateType = C
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-20,60]
TriggerAll=P2BodyDist Y >= -30
TriggerAll=(playerID(var(26)),StateNo != [120,159])
TriggerAll = PrevStateNo != 200
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Trigger1 = Random <= var(59)*16

[State -3,牽制原作ペイン]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = PalNo >= 7
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [180,300]
TriggerAll=P2BodyDist Y >= -90
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType=A
TriggerAll = PrevStateNo != 1000
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Triggerall = power >= 500
Trigger1 = Random <= var(59)*70

[State -3,牽制ペイン]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [200,250]
TriggerAll=P2BodyDist Y = [-180,-60]
TriggerAll=playerID(var(26)),Vel X <= 2
TriggerAll=(playerID(var(26)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Triggerall = power >= 500
Trigger1 = Random <= var(59)*5

[State -3,牽制ペイン]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [280,320]
TriggerAll=P2BodyDist Y >= -90
TriggerAll=playerID(var(26)),Vel X <= 4
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType=A
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
Triggerall = power >= 500
Trigger1 = Random <= var(59)*5

[State -3,牽制チェーン]
Type = ChangeState
value = 1050
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = NumHelper(1000) = 0
triggerall = NumHelper(1010) = 0
triggerall = NumHelper(1050) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),StateType != A
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [250,320]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=playerID(var(26)),Vel X <= 2
TriggerAll=(playerID(var(26)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100||StateNo = 102
TriggerAll = PrevStateNo != 1050
Trigger1 = Random <= var(59)*5

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中移動 
;Ctrl Random P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,立ち回り用　空中ダッシュ]
Type     = ChangeState
Triggerall = var(59) != 0
TriggerAll=RoundState = 2
Triggerall = StateType = A
Triggerall = playerID(var(26)),MoveType != H
Triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
triggerall = var(0) <= 1
triggerall = Pos Y <= -40
TriggerAll=P2BodyDist X<150
Triggerall = Random <= var(59)*100
Triggerall = Ctrl && stateno != 500 && stateno != 505 || stateno = 500 && time >= 12 || stateno = 505 && time >= 12
Trigger1 = BackEdgeBodyDist<=30
Value    = 500

[State -3,立ち回り用　空中バックダッシュ]
Type     = ChangeState
Triggerall = var(59) != 0
TriggerAll=RoundState = 2
Triggerall = StateType = A
Triggerall = playerID(var(26)),MoveType != H
Triggerall = playerID(var(26)),StateType != L
Triggerall = !inguarddist
triggerall = var(0) <= 1
triggerall = Pos Y <= -40
TriggerAll=P2BodyDist X<150
Triggerall = Random <= var(59)*100
Triggerall = Ctrl && stateno != 500 && stateno != 505 || stateno = 500 && time >= 12 || stateno = 505 && time >= 12
TriggerAll=P2BodyDist Y >= 40
Trigger1 = BackEdgeBodyDist>=30
Value    = 505

[State -3,立ち回り用　空中ダッシュ]
Type     = ChangeState
Triggerall = var(59) != 0
TriggerAll=RoundState = 2
Triggerall = StateType = A
Triggerall = playerID(var(26)),StateType != L
Triggerall = playerID(var(26)),MoveType = I
Triggerall = !inguarddist
triggerall = var(0) <= 1
triggerall = Pos Y <= -40
TriggerAll=P2BodyDist X>250
Triggerall = Ctrl && stateno != 500 && stateno != 505 || stateno = 500 && time >= 12 || stateno = 505 && time >= 12
trigger1 = Random <= var(59)*5
Value    = 500

[State -3,立ち回り用　空中バックダッシュ]
Type     = ChangeState
Triggerall = var(59) != 0
TriggerAll=RoundState = 2
Triggerall = StateType = A
Triggerall = playerID(var(26)),StateType != L
Triggerall = (playerID(var(26)),MoveType = I) || (playerID(var(26)),MoveType = H) && (playerID(var(26)),StateNo != [120,155])
Triggerall = !inguarddist
triggerall = var(0) <= 1
triggerall = Pos Y <= -40
triggerall = backedgebodydist >= 62
Triggerall = Ctrl && stateno != 500 && stateno != 505 || stateno = 500 && time >= 12 || stateno = 505 && time >= 12
Trigger1 = P2BodyDist X = [0,180]
trigger1 = Random <= var(59)*7
Value    = 505

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中立ち回り技振り 
;Ctrl Random playerID(var(26)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,波動]
Type = ChangeState
value = 1040
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
triggerall = NumHelper(1040) = 0
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,130]
TriggerAll=P2BodyDist Y=[0,80]
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,空中D]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[30,80]
TriggerAll=P2BodyDist Y=[-10,30]
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,空中K]
Type = ChangeState
value = 610
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[30,100]
TriggerAll=P2BodyDist Y=[-10,40]
triggerall = Vel y >= 0
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,空中HS]
Type = ChangeState
value = 630
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(26)),StateType != L
TriggerAll=playerID(var(26)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=playerID(var(26)),Vel X <= 2
TriggerAll=P2BodyDist X=[130,150]
TriggerAll=P2BodyDist Y=[-90,20]
TriggerAll=(playerID(var(26)),StateNo != [120,159])||playerID(var(26)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━