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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = var(0) <= 1
x = const(velocity.walk.fwd.x)

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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = var(0) = 2
x = const(velocity.walk.fwd.x)+0.5

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20+var(0)*10000 && Anim != 5+var(0)*10000
trigger2 = Anim = 5+var(0)*10000 && AnimTime = 0
value = 20+var(0)*10000

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21+var(0)*10000 && Anim != 5+var(0)*10000
trigger2 = Anim = 5+var(0)*10000 && AnimTime = 0
value = 21+var(0)*10000

[State 20, 3]
type = Changestate
trigger1 = var(0) = 2
value = 20+var(0)*10000

;---------------------------------------------------------------------------
;避け
[Statedef 750]
Type    = S
Physics = S
Ctrl = 0
Anim = 750+var(0)*10000
SprPriority = -1

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = time = 0
value = S31, random%4
ignorehitpause = 1
persistent = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = time = 0
value = S2031, random%2
ignorehitpause = 1
persistent = 0


[State -1]
Type = PalFX
Trigger1 = Time = [1,20]
Time = 1
Add = 200-Var(58),200-Var(58),200-Var(58)
IgnoreHitPause = 0
Peresistent = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,20]
V = 58
Value = 10

[State -1]
Type = VarSet
Trigger1 = Time = 20
V = 58
Value = 0

[State -1]
Type = ReversalDef
Trigger1 = Time = 1
Reversal.Attr = SCA, NA,SA,HA
NumHits = 0
Pausetime = 0,0
SparkNo = -1
SparkXY = 0,0
SprPriority = -1
GetPower = 0,0

[State -1]
Type = Helper
Trigger1 = Time >= 1
StateNo = 755
ID = 755
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 3

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

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,22]
Value = , NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1
;---------------------------------------------------------------------------
;残像ヘルパー
[Statedef 755]
Type = A
Physics = N
SprPriority = -5

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

[State -1]
Type = VarAdd
Trigger1 = IsHelper(755)
Trigger1 = Time >= 2
V = 7
Value = 32

[State -1]
Type = VarAdd
Trigger1 = IsHelper(756)
Trigger1 = Time >= 2
V = 7
Value = 4

[State -1]
Type = Trans
Trigger1 = IsHelper(755)
Trigger1 = 1
Trans = AddAlpha
Alpha = 255-Var(7),32+Var(7)

[State -1]
Type = Trans
Trigger1 = IsHelper(756)
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-Var(7),256

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Parent,Anim

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = Parent,AnimElemNo(0)

[State -1]
Type = ChangeAnim
Trigger1 = 1
Value = Var(1)
Elem  = Var(2)

[State -1]
Type = AssertSpecial
Trigger1 = Time = [0,1]
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(755)
Trigger1 = Time = 9
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(756)
Trigger1 = Time = 72

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
:---------------------------------------------------------------------
避け上段
[statedef 700]
type = S
movetype = I
physics = N
anim  = 700+var(0)*10000
velset  = 0
ctrl  = 0
sprpriority = -2

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = time = 0
value = S31, random%4
ignorehitpause = 1
persistent = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = time = 0
value = S2031, random%2
ignorehitpause = 1
persistent = 0

[State -2]
type = varset
trigger1 = time = 0
var(26) = 0

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

[state 700,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

:------------------------------------------------------------------
避け下段
[statedef 730]
type = A
movetype = I
physics = A
anim  = 730+var(0)*10000
velset  =2,-7
ctrl  = 0
sprpriority = -2  

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = time = 0
value = S31, random%4
ignorehitpause = 1
persistent = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = time = 0
value = S2031, random%2
ignorehitpause = 1
persistent = 0

[state 730,]
type = veladd
trigger1 = time >= 3
value = 0.2

[state 730,]
type = nothitby
trigger1 = time > 0
time = 3
value = C

[State 220,pp ]
type = PlayerPush
trigger1 = 1
value = 1

[state 730,]
type = ctrlset
trigger1 = time = 4
value = 1

[state 730,end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1



;------------------------------------------------------------------
; Super effect
[Statedef 4500]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0
sprpriority = 2

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State helper]
type = Helper
trigger1 = time = 1
name = "cut_in"
stateno = 9010
ownpal = 1
pausemovetime = 10000
supermovetime = 78

[State pal]
type = PalFX
trigger1 = time = 0
time = 78
add = -64,-64,-64
sinadd = -256,-256,-256,312
ignorehitpause = 1
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 10
fvar(2) = .5
[State var]
type = varadd
trigger1 = time>= 11
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4501
scale = .5+fvar(2)/128,.5+fvar(2)/128
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4502
scale = fvar(2)/3,fvar(2)/3
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4501
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4502
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = RemoveExplod
trigger1 = time = 78

[State end]
type = DestroySelf
trigger1 = time = 78

;------------------------------------------------------------------
; Super effect(ナイフver)
[Statedef 4505]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0
sprpriority = 2

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State helper]
type = Helper
trigger1 = time = 1
name = "cut_in"
stateno = 9011
ownpal = 1
pausemovetime = 10000
supermovetime = 78

[State pal]
type = PalFX
trigger1 = time = 0
time = 78
add = -64,-64,-64
sinadd = -256,-256,-256,312
ignorehitpause = 1
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 10
fvar(2) = .5
[State var]
type = varadd
trigger1 = time>= 11
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4501
scale = .5+fvar(2)/128,.5+fvar(2)/128
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4502
scale = fvar(2)/3,fvar(2)/3
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4501
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4502
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = RemoveExplod
trigger1 = time = 78

[State end]
type = DestroySelf
trigger1 = time = 78


;------------------------------------------------------------------
; Super effect(決死の一撃)
[Statedef 4506]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0
sprpriority = 2

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State helper]
type = Helper
trigger1 = time = 1
name = "cut_in"
stateno = 9012
ownpal = 1
pausemovetime = 78
supermovetime = 78

[State pal]
type = PalFX
trigger1 = time = 0
time = 78
add = -64,-64,-64
sinadd = -256,-256,-256,312
ignorehitpause = 1
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 10
fvar(2) = .5

[State var]
type = varadd
trigger1 = time>= 11
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4501
scale = .5+fvar(2)/128,.5+fvar(2)/128
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4502
scale = fvar(2)/3,fvar(2)/3
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4501
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4502
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = RemoveExplod
trigger1 = time = 78

[State end]
type = DestroySelf
trigger1 = time = 78

;------------------------------------------------------------------
; Super effect(ナイフver)
[Statedef 4507]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0
sprpriority = 2

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State helper]
type = Helper
trigger1 = time = 1
name = "cut_in"
stateno = 9013
ownpal = 1
pausemovetime = 10000
supermovetime = 78

[State pal]
type = PalFX
trigger1 = time = 0
time = 78
add = -64,-64,-64
sinadd = -256,-256,-256,312
ignorehitpause = 1
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 10
fvar(2) = .5
[State var]
type = varadd
trigger1 = time>= 11
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4501
scale = .5+fvar(2)/128,.5+fvar(2)/128
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4502
scale = fvar(2)/3,fvar(2)/3
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4501
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 10
anim = 10000
ID = 4502
supermove = 1
pausemovetime = 10000
sprpriority = 2
removeongethit = 1

[State explod]
type = RemoveExplod
trigger1 = time = 78

[State end]
type = DestroySelf
trigger1 = time = 78

;------------------------------------------------------------------
; Cut In
[Statedef 9010]
type = A
movetype = I
physics = N
anim = 9010+parent,var(0)*10000
ctrl = 0

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time <= 35
add = -50 + var(7),-50 + var(7),-50 + var(7)
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 9010 + parent,var(0)*10000
pos = -115,120
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 20
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 20
anim = 9010 + parent,var(0)*10000
pos = 38+(facing = -1),120
postype = back;left
bindtime = -1
removetime = 10
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 30
anim = 9011 + parent,var(0)*10000
ID = 9020
pos = 38+(facing = -1),120
vel = 5,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 30
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 10000

[State pal]
type = PalFX
trigger1 = time = 34
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = RemoveExplod
trigger1 = time = 78
[State end]
type = DestroySelf
trigger1 = time = 78

;------------------------------------------------------------------
; Cut In　ナイフVer
[Statedef 9011]
type = A
movetype = I
physics = N
anim = 9010+parent,var(0)*10000
ctrl = 0

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time <= 35
add = -50 + var(7),-50 + var(7),-50 + var(7)
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 19010
pos = -115,120
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 20
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 20
anim = 19010
pos = 38+(facing = -1),120
postype = back;left
bindtime = -1
removetime = 10
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 30
anim = 19011
ID = 9020
pos = 38+(facing = -1),120
vel = 5,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 30
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 10000

[State pal]
type = PalFX
trigger1 = time = 34
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = RemoveExplod
trigger1 = time = 78
[State end]
type = DestroySelf
trigger1 = time = 78

;------------------------------------------------------------------
; Cut In　決死の一撃
[Statedef 9012]
type = A
movetype = I
physics = N
anim = 9010+parent,var(0)*10000
ctrl = 0

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time <= 44
add = -50 + var(7),-50 + var(7),-50 + var(7)
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 19010
pos = -115,120
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 20
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 20
anim = 19010
pos = 38+(facing = -1),120
postype = back;left
bindtime = -1
removetime = 15
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 35
anim = 19011
ID = 9020
pos = 38+(facing = -1),120
vel = 5,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 35
fvar(2) = .20
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 10000

[State pal]
type = PalFX
trigger1 = time = 32
time = 58
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = RemoveExplod
trigger1 = time = 83
[State end]
type = DestroySelf
trigger1 = time = 83

;------------------------------------------------------------------
; Cut In　殺人貴Ver
[Statedef 9013]
type = A
movetype = I
physics = N
anim = 9010+parent,var(0)*10000
ctrl = 0

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time <= 35
add = -50 + var(7),-50 + var(7),-50 + var(7)
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 29010
pos = -115,120
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 20
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 20
anim = 29010
pos = 38+(facing = -1),120
postype = back;left
bindtime = -1
removetime = 10
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 10000

[State face]
type = Explod
trigger1 = time = 30
anim = 29011
ID = 9020
pos = 38+(facing = -1),120
vel = 5,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 10000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 30
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 10000

[State pal]
type = PalFX
trigger1 = time = 34
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = RemoveExplod
trigger1 = time = 78
[State end]
type = DestroySelf
trigger1 = time = 78

;---------------------------------------------------------------------------
; カットイン（超必殺技）
[Statedef 8000] 
type  = A
movetype = I
physics  = N
ctrl  = 0
anim  = 19010+var(0)*10000
SprPriority = -1

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time >= 0
add = -50 + var(7),-50 + var(7),-50 + var(7)
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 19015
pos = -180,128
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 20
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 20
anim = 19015
pos = -23,128
postype = back;left
bindtime = -1
removetime = 38
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 58
anim = 19016
ID = 9020
pos = -23,125
vel = 2,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 58
fvar(2) = .20
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State pal]
type = PalFX
trigger1 = time = 63
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State explod]
type = RemoveExplod
trigger1 = time = 93

[State end]
type = DestroySelf
trigger1 = time = 93


;---------------------------------------------------------------------------
; カットイン（BH地面殺し）
[Statedef 8001] 
type  = A
movetype = I
physics  = N
ctrl  = 0
anim  = 19010+var(0)*10000
SprPriority = -1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time >= 0
add = -50 + var(7),-50 + var(7),-50 + var(7)
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 19015
pos = -180,128
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 20
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 20
anim = 19015
pos = -23,128
postype = back;left
bindtime = -1
removetime = 38
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 58
anim = 19016
ID = 9020
pos = -23,125
vel = 2,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 58
fvar(2) = .20
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State pal]
type = PalFX
trigger1 = time = 63
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State 620, 2]
type = PlaySnd
trigger1 = time = 56
value = 1200, 0

[State explod]
type = RemoveExplod
trigger1 = time = 93

[State end]
type = DestroySelf
trigger1 = time = 213

;---------------------------------------------------------------------------
; カットイン（十七分割）
[Statedef 8017] 
type  = A
movetype = I
physics  = N
ctrl  = 0
anim  = 9010+var(0)*10000
SprPriority = -1

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time >= 0
add = -255,-255,-255
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 19015
pos = -180,128
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 22
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 20
anim = 19015
pos = -24,128
postype = back;left
bindtime = -1
removetime = 38
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 58
anim = 19016
ID = 9020
pos = -24,125
vel = 2,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 58
fvar(2) = .20
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State pal]
type = PalFX
trigger1 = time = 63
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State explod]
type = RemoveExplod
trigger1 = time = 93
[State end]
type = DestroySelf
trigger1 = time = 93


;---------------------------------------------------------------------------
; カットイン（十七分割）
[Statedef 8018] 
type  = A
movetype = I
physics  = N
ctrl  = 0
anim  = 9010+var(0)*10000
SprPriority = -1

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time >= 0
add = -255,-255,-255
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 29015
pos = -180,128
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 22
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 20
anim = 29015
pos = -24,128
postype = back;left
bindtime = -1
removetime = 38
supermove = 1
scale = .5,.5
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
trigger1 = time = 58
anim = 29016
ID = 9020
pos = -24,125
vel = 2,0
postype = back;left
supermove = 1
sprpriority = -6
pausemovetime = 1000
supermovetime = 1000

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 58
fvar(2) = .20
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9020
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State pal]
type = PalFX
trigger1 = time = 63
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 1000
supermovetime = 1000

[State explod]
type = RemoveExplod
trigger1 = time = 93
[State end]
type = DestroySelf
trigger1 = time = 93
;=================================================================================================
;		EXエフェクト(青)
;=================================================================================================
[StateDef 6015]
Physics = N
Anim = 9999
[State -1]
Type  = PlaySnd
Trigger1 = Time = 0
Value = s2,9
[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 4
Trigger1 = gametime%2 = 0
Stateno  = 16015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Helper
Trigger1 = Time >= 1
Trigger1 = Time <= 6
Trigger1 = gametime%3 = 0
Stateno  = 26015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Helper
Trigger1 = Time >= 5
Trigger1 = Time <= 21
Trigger1 = gametime%5 = 0
Stateno  = 36015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 7
Trigger1 = gametime%3 = 0
Stateno  = 46015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Explod
Trigger1 = Time = 0
Anim  = 16017
ID  = 5015
OwnPal = 1
ReMoveTime  = 31
SprPriority = 8
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type  = ReMoveExplod
Trigger1 = Time >= 17
Trigger1 = FVar(1) <= 0
ID  = 5015
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type  = VarSet
Trigger1 = Time <= 17
FV  = 1
Value = 1.5
Persistent = 4
[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = -0.1
[State -1]
Type  = ModifyExplod
Trigger1 = 1
ID  = 5015
Scale = FVar(1),FVar(1)
[State -1]
Type  = VarAdd
Trigger1 = Time <= 15
Trigger1 = Var(7) <= 60
V  = 7
Value = -10
[State -1]
Type  = VarSet
Trigger1 = Time = 16
V  = 7
Value = -155
[State -1]
Type  = DestroySelf
Trigger1 = Time = 30
[StateDef 16015]
Physics = N
Anim = 16003
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16001+(Random%4)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.05
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.1
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),1.5+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
[StateDef 26015]
Physics = N
Anim = 16003
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16002+(Random%4)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.04
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.3
[State -1]
Type  = Turn
Trigger1 = FVar(2) <= -3
Persistent = 0
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
[StateDef 36015]
Physics = N
Anim = 16003
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16002+(Random%4)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.1
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.4
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = FVar(2) <= -4
[StateDef 46015]
Physics = N
Anim = 16003
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16002+(Random%3)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = IfElse(Time>=5,-0.1,0.4)
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.2
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 0.1+FVar(1),0.4+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = Time >= 5
Trigger1 = FVar(1) <= -0.2
;=================================================================================================
;		EXエフェクト(赤)
;=================================================================================================
[StateDef 6016]
Physics = N
Anim = 9999
[State -1]
Type  = PlaySnd
Trigger1 = Time = 0
Value = s2,9
[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 4
Trigger1 = gametime%2 = 0
Stateno  = 16016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Helper
Trigger1 = Time >= 1
Trigger1 = Time <= 6
Trigger1 = gametime%3 = 0
Stateno  = 26016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Helper
Trigger1 = Time >= 5
Trigger1 = Time <= 21
Trigger1 = gametime%5 = 0
Stateno  = 36016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 7
Trigger1 = gametime%3 = 0
Stateno  = 46016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3
[State -1]
Type  = Explod
Trigger1 = Time = 0
Anim  = 16017
ID  = 5015
OwnPal = 1
ReMoveTime  = 31
SprPriority = 8
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type  = ReMoveExplod
Trigger1 = Time >= 17
Trigger1 = FVar(1) <= 0
ID  = 5015
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1]
Type  = VarSet
Trigger1 = Time <= 17
FV  = 1
Value = 1.5
Persistent = 4
[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = -0.1
[State -1]
Type  = ModifyExplod
Trigger1 = 1
ID  = 5015
Scale = FVar(1),FVar(1)
[State -1]
Type  = VarAdd
Trigger1 = Time <= 15
Trigger1 = Var(7) <= 60
V  = 7
Value = -10
[State -1]
Type  = VarSet
Trigger1 = Time = 16
V  = 7
Value = -155
[State -1]
Type  = DestroySelf
Trigger1 = Time = 30
[StateDef 16016]
Physics = N
Anim = 16003
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16011+(Random%4)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.05
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.1
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),1.5+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
[StateDef 26016]
Physics = N
Anim = 16001
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16010+(Random%4)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.04
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.3
[State -1]
Type  = Turn
Trigger1 = FVar(2) <= -3
Persistent = 0
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
[StateDef 36016]
Physics = N
Anim = 16003
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16011+(Random%4)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.1
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.4
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = FVar(2) <= -4
[StateDef 46016]
Physics = N
Anim = 16003
SprPriority = 7
[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16012+(Random%3)
[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add
[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = IfElse(Time>=5,-0.1,0.4)
[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.2
[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 0.1+FVar(1),0.4+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360
[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)
[State -1]
Type = AssertSpecial
Trigger1  = 1
Flag   = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
[State -1]
Type  = DestroySelf
Trigger1 = Time >= 5
Trigger1 = FVar(1) <= -0.2
;------------------------------------------------------------------
; 勝利演出
[Statedef 8050]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0
sprpriority = 2

[State 4500]
type = turn
trigger1 = facing = -1
value = 1

[State 4500]
type = playsnd
triggerall = Numhelper(88807) = 0
trigger1 = time = 10
value = S18,0

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State helper]
type = Helper
trigger1 = time = 25
name = "cut_in"
stateno = 9050
ownpal = 1
pausemovetime = 10000
supermovetime = 78

[State pal]
type = allPalFX
trigger1 = time >= 0
time = 3
mul = 256-var(3),256-var(3),256-var(3)
ignorehitpause = 1
pausemovetime = 10000

[State var]
type = varadd
trigger1 = time <= 25
var(3) = 6
ignorehitpause = 1

[State end]
type = DestroySelf
trigger1 = time = 1000


;------------------------------------------------------------------
;戦闘前性能決定
[Statedef 8100]
type = A
movetype = I
physics = N
anim = 9108
ctrl = 0
sprpriority = 2

[State 4500]
type = turn
trigger1 = facing = -1
value = 1

[State explod]
type = Explod
trigger1 = command = "start"
trigger1 = parent,var(41) != 19
anim = 9109
id = 8100
scale = .5,.5
ontop = 1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 61,8
bindtime = -1
sprpriority = 3

[State 4500]
type = playsnd
trigger1 = command = "start"
trigger1 = parent,var(41) != 19
value = S7,0

[State 4500]
type = parentvarset
trigger1 = command = "start"
var(41) = 19

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State end]
type = removeexplod
trigger1 = roundstate = 2
id = 8100

[State 4500]
type = varset
trigger1 = time = 0
trigger2 = command = "start"
trigger2 = parent,var(41) != 19
var(1) = 220

[State 4500]
type = varadd
trigger1 = parent,stateno = 0
var(1) = -10

[State 4500]
type = palfx
trigger1 = parent,stateno = 0
time = -1
add = var(1),var(1),var(1)

[State 4500]
type = Trans
trigger1 = parent,stateno = 0
trans = add

[State end]
type = DestroySelf
trigger1 = roundstate = 2

;------------------------------------------------------------------
; Cut In
[Statedef 9050]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0

[State 181, 0]
type = AssertSpecial
trigger1 = Time <= 900
flag = RoundNotOver
;flag2 = nobardisplay

[state 189, 1]
type = assertspecial
trigger1 = time = [0,1000]
flag  = NoFG                
flag2 = NoBarDisplay

[State face]
type = Explod
triggerall = root,Var(0) <= 0
trigger1 = NumHelper(30021) = 1
trigger1 = time = 1
anim = 9002
pos = 50,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .55,.55
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
triggerall =  root,Var(0) = 1
trigger1 = NumHelper(30021) = 1
trigger1 = time = 1
anim = 9003
pos = 50,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .55,.55
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000
 
[State face]
type = Explod
trigger1 = NumHelper(30021) = 0
trigger1 = root,var(42) = 0
trigger1 = time = 1
anim = 9000
pos = 0,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .5,.5
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 43
trigger2 = root,var(42) = 41
trigger3 = root,var(42) = 38
triggerall = time = 1
anim = 90000
pos = 0,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .5,.5
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000





[State face]
type = Explod
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 43
triggerall = time = 1
anim = 90099
pos = 0,0
postype = left
removetime = -1
ontop = 1
supermove = 1
scale = 1,.5
sprpriority = 7
pausemovetime = 1000
supermovetime = 1000

[State face]
type = Explod
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 43
triggerall = time = 1
anim = 90004
pos = 0,0
postype = left
removetime = -1
ontop = 1
supermove = 1
scale = .5,.5
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000


[State face]
type = Explod
triggerall = NumHelper(30021) = 0
triggerall = time = 1
trigger1 = root,var(42) = 42
id = 90002
anim = 90002
pos = 0,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .5,.5
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000


[State face]
type = Explod
triggerall = NumHelper(30021) = 0
triggerall = time = 1
trigger1 = root,var(42) = 14
trigger2 = root,var(42) = 1
trigger3 = root,var(42) = 12
trigger4 = root,var(42) = 17
anim = 90001
id = 90001
pos = 0,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .5,.5
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000


[State face]
type = Explod
triggerall = NumHelper(30021) = 0
triggerall = time = 1
trigger1 = root,var(42) = 2
trigger2 = root,var(42) = 3
trigger3 = root,var(42) = 10
trigger4 = root,var(42) = 11
trigger5 = root,var(42) = 13
trigger6 = root,var(42) = 15
trigger7 = root,var(42) = 16
trigger8 = root,var(42) = 18
trigger9 = root,var(42) = 19
trigger10 = root,var(42) = 39
trigger11 = root,var(42) = 40
anim = 90003
pos = 0,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .5,.5
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000






[State voice]
type = playsnd
triggerall = NumHelper(30021) = 1
trigger1 = time = 60
value = 4075,2

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 1
trigger1 = time = 30
value = 200,2


[State pal]
type = PalFX
trigger1 = time <= 14
time = 1
add = -256+var(7),-256+var(7),-256+var(7)
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = varadd
trigger1 = time <= 15
var(7) = 14

[State 1000, 3]
type = VarRandom
trigger1 = time >= 0
trigger1 = root,var(42) = 0
v = 5
range = 0,9

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 0
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,0
[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 1
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,1

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 2
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,2

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 3
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,3


[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 4
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,4

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 5
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,5

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 6
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,6

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 7
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,7

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 8
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,8

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = var(5) = 9
trigger1 = root,var(42) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 15,9

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(32) = 11
trigger1 = root,var(42) <= 9
trigger1 = time = 30
value = 1200,1

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 1
trigger1 = root,var(32) != 11
trigger1 = time = 20
value = 12,5

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 2
trigger1 = root,var(32) != 11
trigger1 = time = 20
value = 15,2


[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 10
trigger1 = time = 30
value = 16,0
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 11
trigger1 = time = 30
value = 16,1
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 12
trigger1 = time = 30
value = 16,2
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 13
trigger1 = time = 30
value = 16,3
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 14
trigger1 = time = 30
value = 16,4
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 15
trigger1 = time = 30
value = 16,5
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 16
trigger1 = time = 30
value = 16,6
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 17
trigger1 = time = 30
value = 16,7
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 18
trigger1 = time = 30
value = 12,1
channel = 4
[State face]
type = stopsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 18
trigger1 = time = 57
channel = 4
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 18
trigger1 = time = 78
value = 12,2
channel = 4
[State face]

type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 19
trigger1 = time = 30
value = 16,8
[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 20
trigger1 = time = 30
value = 16,9

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 38
trigger1 = time = 30
value = 16,15
volume = 255

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 1
trigger1 = time = 30
value = 16,19

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 39
trigger1 = time = 30
value = 16,20

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 40
trigger1 = time = 30
value = 16,22

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 41
trigger1 = time = 30
value = 16,24

[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 42
trigger1 = time = 30
value = 16,26


[State face]
type = playsnd
triggerall = NumHelper(30021) = 0
trigger1 = root,var(42) = 43
trigger1 = time = 30
value = 16,23

[State end]
type = DestroySelf
trigger1 = time = 1000


;------------------------------------------------------------------
; 勝利演出
[Statedef 8051]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0
sprpriority = 2


[State 4500]
type = turn
trigger1 = facing = -1
value = 1

[State 4500]
type = playsnd
triggerall = Numhelper(88807) = 0
trigger1 = time = 10
value = S18,0

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State helper]
type = Helper
trigger1 = time = 25
name = "cut_in"
stateno = 9051
ownpal = 1
pausemovetime = 10000
supermovetime = 78

[State pal]
type = allPalFX
trigger1 = time >= 0
time = 3
mul = 256-var(3),256-var(3),256-var(3)
ignorehitpause = 1
pausemovetime = 10000

[State var]
type = varadd
trigger1 = time <= 25
var(3) = 6
ignorehitpause = 1

[State end]
type = DestroySelf
trigger1 = time = 1000

;------------------------------------------------------------------
; Cut In
[Statedef 9051]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0

[State 181, 0]
type = AssertSpecial
trigger1 = Time <= 900
flag = RoundNotOver
flag2 = nobardisplay

[State face]
type = Explod
triggerall = root,Var(0) = 2
trigger1 = NumHelper(30021) = 1
trigger1 = time = 1
anim = 9005
pos = 50,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .55,.55
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000
 
[State face]
type = Explod
trigger1 = NumHelper(30021) = 0
trigger1 = time = 1
anim = 9001
pos = 5,20
postype = back;left
removetime = -1
ontop = 1
supermove = 1
scale = .5,.5
sprpriority = 8
pausemovetime = 1000
supermovetime = 1000

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 1
trigger1 = time = 60
value = 4075,2

[State voice]
type = playsnd
triggerall = NumHelper(30021) = 1
trigger1 = time = 30
value = 2020,3


[State pal]
type = PalFX
trigger1 = time <= 14
time = 1
add = -256+var(7),-256+var(7),-256+var(7)
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = varadd
trigger1 = time <= 15
var(7) = 14

[State 1000, 3]
type = VarRandom
trigger1 = time >= 0
trigger1 = root,var(42) = 0
v = 5
range = 0,3

[State voice]
type = playsnd
trigger1 = NumHelper(30021) = 0
trigger1 = root,var(32) = 11
trigger1 = time = 30
value = 2010, 3

[State voice]
type = playsnd
trigger1 = NumHelper(30021) = 0
trigger1 = var(5) = 0
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 17,0
[State voice]
type = playsnd
trigger1 = NumHelper(30021) = 0
trigger1 = var(5) = 1
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 17,1
[State voice]
type = playsnd
trigger1 = NumHelper(30021) = 0
trigger1 = var(5) = 2
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 2400,0

[State voice]
type = playsnd
trigger1 = NumHelper(30021) = 0
trigger1 = var(5) = 3
trigger1 = root,var(32) != 11
trigger1 = time = 30
value = 19,3

[State end]
type = DestroySelf
trigger1 = time = 1000
;------------------------------------------------------------------
; Air fall -- hit back (shaking)
[Statedef 5060]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = 1
value = 5030+var(0)*10000

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = 1
value = 35030

[State vel]
type = HitVelSet
trigger1 = hitshakeover = 1
x = 1
y = 1

[State 5060]
type = ChangeState
trigger1 = hitshakeover = 1
value = 5061+var(0)*10000

; Air fall -- hit back (knocked up, falling)
[Statedef 5061]
type = A
movetype = H
physics = N
ctrl = 0

[State vel]
type = velset
trigger1 = gethitvar(groundtype) = 2
x = (vel x)*1.5
y = 0
persistent = 0

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 0 && gethitvar(groundtype) = 1
value = 5050+var(0)*10000

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 0 && gethitvar(groundtype) = 1
trigger1 =(gethitvar(animtype)=[4,5])&&(selfanimexist(5047+gethitvar(animtype)))
value = 5047+gethitvar(animtype)+var(0)*10000

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = anim = [5050+var(0)*10000,5059+var(0)*10000]
trigger1 = vel y>= ifelse(anim=5050,1,-2)
trigger1 = selfanimexist(anim+10+var(0)*10000)
value = anim+10+var(0)*10000
persistent = 0









[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 0 && gethitvar(groundtype) = 1
value = 35050

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 0 && gethitvar(groundtype) = 1
trigger1 =(gethitvar(animtype)=[4,5])&&(selfanimexist(5047+gethitvar(animtype)))
value = 5047+gethitvar(animtype)+30000

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = anim = [35050,35059]
trigger1 = vel y>= ifelse(anim=35050,1,-2)
trigger1 = selfanimexist(anim+10+30000)
value = anim+10+30000
persistent = 0

[State vel]
type = veladd
trigger1 = gethitvar(groundtype) = 1
y = gethitvar(yaccel)

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 0 && gethitvar(groundtype) = 2
value = 5011+var(0)*10000
persistent = 0

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
triggerall = gethitvar(groundtype) = 2
trigger1 = anim = 5011+var(0)*10000 && animtime = 0
trigger2 = anim = 5011+var(0)*10000 && time>= 10
value = anim
elem = animelemno(-1)+var(0)*10000





[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 0 && gethitvar(groundtype) = 2
value = 35011
persistent = 0

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
triggerall = gethitvar(groundtype) = 2
trigger1 = anim = 35011 && animtime = 0
trigger2 = anim = 35011 && time>= 10
value = anim
elem = animelemno(-1)+30000






[State 5061]
type = PlayerPush
trigger1 = vel x<= -10
value = 0

[State life]
type = lifeadd
trigger1 = backedgedist < 5 &&(gethitvar(groundtype) = 2 || pos y < 5)
value = -10
[State 5061]
type = ChangeState
trigger1 = backedgedist < 5 &&(gethitvar(groundtype) = 2 || pos y < 5)
value = 5062

[State Recover]
type = ChangeState
triggerall = vel y > -1
triggerall = alive && canrecover
trigger1 = command = "recovery"
value = 5200

[State life]
type = lifeadd
trigger1 = gethitvar(groundtype) = 1 && gethitvar(airtype) = 2 && vel y>= 10
trigger1 = vel y > 0 && pos y>= ifelse((anim=[5051+var(0)*10000,5059+var(0)*10000])||(anim=[5061+var(0)*10000,5069+var(0)*10000]),0,25)
value = -10
[State 5061]
type = ChangeState
trigger1 = gethitvar(groundtype) = 1 && gethitvar(airtype) = 2 && vel y>= 10
trigger1 = vel y > 0 && pos y>= ifelse((anim=[5051+var(0)*10000,5059+var(0)*10000])||(anim=[5061+var(0)*10000,5069+var(0)*10000]),0,25)
value = 5063

[State end]
type = SelfState
trigger1 = vel y > 0 && pos y>= ifelse((anim=[5051+var(0)*10000,5059+var(0)*10000])||(anim=[5061+var(0)*10000,5069+var(0)*10000]),0,25)
value = 5100

; Air fall -- hit back (wire damage)
[Statedef 5062]
type = A
movetype = H
physics = N
velset = 0,0

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 0
value = 5030+var(0)*10000


[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 0
value = 5030+30000

[State explod]
type = Explod
trigger1 = time = 0
anim = f2
pos = 0,const(size.mid.pos.y)
sprpriority = 2
ownpal = 1
[State snd]
type = PlaySnd
trigger1 = time = 0
value = f7,0
[State 5062]
type = EnvShake
trigger1 = time = 0
time = 6

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 5
trigger1 =!selfanimexist(5071+var(0)*10000)
value = 5070+var(0)*10000

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 5
trigger1 = selfanimexist(5071+var(0)*10000)
value = ifelse((gethitvar(animtype)=4),5071+var(0)*10000,5070+var(0)*10000)






[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 5
trigger1 =!selfanimexist(5071+30000)
value = 5070+30000

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 5
trigger1 = selfanimexist(5071+30000)
value = ifelse((gethitvar(animtype)=4),5071+30000,5070+30000)



[State vel]
type = HitVelSet
trigger1 = time = 5
x = 1
y = 1

[State vel]
type = velset
trigger1 = time = 5
x = ifelse(vel x<-5,-5,vel x)*-.30
y = -5

[State turn]
type = null;turn
trigger1 = anim = 5070+var(0)*10000&& time = 5

[State vel]
type = veladd
trigger1 = time>= 5
y = .45

[State Recover]
type = SelfState
triggerall = anim = [5070+var(0)*10000,5071+var(0)*10000]
triggerall = vel y > -1 && pos y < 0
triggerall = alive && canrecover
trigger1 = command = "recovery"
value = 5200

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5071+var(0)*10000
trigger1 = selfanimexist(5071+var(0)*10000)
trigger1 = vel y > 0 && pos y>= 15
value = 5161+var(0)*10000

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35071
trigger1 = selfanimexist(35071)
trigger1 = vel y > 0 && pos y>= 15
value = 35161

[State end]
type = SelfState
trigger1 = vel y > 0 && pos y>= 15
value = 5110
ctrl = 0

; Hitting ground from fall (bounce damage)
[Statedef 5063]
type = L
movetype = H
physics = N
velset = 0,0

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

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 0
value = 5100+var(0)*10000


[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 0
value = 35100


[State explod]
type = Explod
trigger1 = time = 1
anim = f62
pos = 0,0
sprpriority = 6
ownpal = 1
[State snd]
type = PlaySnd
trigger1 = time = 1
value = f7,2
[State 5063]
type = EnvShake
trigger1 = time = 1
time = 6

[State pos]
type = PosFreeze
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5100+var(0)*10000

[State type]
type = StateTypeSet
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5100+var(0)*10000 && animtime = 0
statetype = A

[State vel]
type = HitFallVel
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5100+var(0)*10000 && animtime = 0

[State vel]
type = velset
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5100+var(0)*10000 && animtime = 0
y = -12

[State pos]
type = posset
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5100+var(0)*10000 && animtime = 0
y = 20

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5100+var(0)*10000 && animtime = 0
value = ifelse(selfanimexist(5051+var(0)*10000),5051+var(0)*10000,5050+var(0)*10000)

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = anim = [5050+var(0)*10000,5059+var(0)*10000]
trigger1 = vel y>= ifelse(anim=5050+var(0)*10000,1,-2)
trigger1 = selfanimexist(anim+10)
value = anim+10+var(0)*10000
persistent = 0

[State vel]
type = veladd
triggerall = NumHelper(6969) = 0
trigger1 = anim = [5050+var(0)*10000,5069+var(0)*10000]
y = .5






[State pos]
type = PosFreeze
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35100

[State type]
type = StateTypeSet
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35100 && animtime = 0
statetype = A

[State vel]
type = HitFallVel
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35100 && animtime = 0

[State vel]
type = velset
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35100 && animtime = 0
y = -12

[State pos]
type = posset
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35100 && animtime = 0
y = 20

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35100 && animtime = 0
value = ifelse(selfanimexist(35051+0),35051+0,35050+0)

[State anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = anim = [35050,35059]
trigger1 = vel y>= ifelse(anim=35050,1,-2)
trigger1 = selfanimexist(anim+10)
value = anim+10+30000
persistent = 0

[State vel]
type = veladd
triggerall = NumHelper(6969) = 1
trigger1 = anim = [35050,35069]
y = .5


[State Recover]
type = SelfState
triggerall = anim = [5050+var(0)*10000,5069+var(0)*10000]
triggerall = vel y > -1
triggerall = alive && canrecover
trigger1 = command = "recovery"
value = 5200

[State end]
type = SelfState
trigger1 = vel y > 0 && pos y>= ifelse((anim=[5051+var(0)*10000,5059+var(0)*10000])||(anim=[5061+var(0)*10000,5069+var(0)*10000]),0,25)
value = 5100

;------------------------------------------
;------------------------------------------------------------------
; Extra hit spark
[Statedef 4100]
type = A
physics = N
anim = 5800
ctrl = 0
sprpriority = 5

[State var]
type = varset
;trigger1 = enemynear,gethitvar(chainID) < 4100
trigger1 = enemynear,movetype!= H || enemynear,gethitvar(guarded) || enemynear,stateno = [5100,5120]
fvar(3) = 0
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30))>= 1
trigger1 = enemynear,gethitvar(chainID) = 4100
fvar(3) = 10
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30))>= 1
trigger1 = enemynear,gethitvar(chainID) = 4200
fvar(3) = 20
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30))>= 1
trigger1 = enemynear,gethitvar(chainID) = 4210
fvar(3) = 21
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30))>= 1
trigger1 = enemynear,gethitvar(chainID) = 4220
fvar(3) = 22
ignorehitpause = 1

[State var]
type = varset
trigger1 = ID = root,var(31)
trigger2 = ID = root,var(33)
var(30) = ifelse((ID=root,var(33)),34,32)
ignorehitpause = 1

[State 4100]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State pos]
type = posset
trigger1 = var(30) = 32
x = -160+root,fvar(31)
y = -root,fvar(32)
ignorehitpause = 1
[State pos]
type = posset
trigger1 = var(30) = 34
x = -160+root,fvar(33)
y = -root,fvar(34)
ignorehitpause = 1


[State target]
type = varset
trigger1 = root,var(var(30))>= 1
var(var(30)) = 25
ignorehitpause = 1
[State target]
type = varadd
trigger1 = var(var(30))>= 1
var(var(30)) = -1
ignorehitpause = 1

[State pal]
type = PalFX
triggerall = fvar(3) = 21;&& roundstate < 4
trigger1 = var(var(30))>= 1
time = 15
add = -200,0,20
ignorehitpause = 1

[State Flame hit spark]
type = Explod
triggerall =(fvar(3) = [20,21]);&& roundstate < 4
trigger1 = var(var(30))>= 1
anim = 4200
ID = 4200
pos = 0,0
facing = -enemynear,facing*ifelse(teamside=2,-1,1)
bindtime = 1
vel = 0,-2
accel = 0,0
random = 30,-enemynear,const(size.mid.pos.y)
removetime = 14
scale = 1.5,1.5
sprpriority = 5
;ownpal = 1
ignorehitpause = 1

;------------------------------------------------------------------
; Air Dash
[Statedef 102]
type = A
physics = N
velset = 0,-4.2
ctrl = 1

[State 102]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 1
[State var]
type = varset
trigger1 = time = 0
trigger1 = command = "holdback"
sysvar(1) = -1

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(sysvar(1)=-1,107,102)+var(0)*10000

[State vel]
type = velset
trigger1 = time = 0
x = ifelse(sysvar(1)=-1,-3.8,4.2)

[State var]
type = varadd
trigger1 = prevstateno = [600,799]
trigger1 = time = 0
var(14) = 1
persistent = 0

[State snd]
type = PlaySnd
trigger1 = time = 1
value = 102,0

[State vel]
type = veladd
trigger1 = 1
y = .35

[State 102]
type = ChangeState
trigger1 = time = 12
value = 103

[State land]
type = ChangeState
trigger1 = vel y > 0 && pos y>= 0
value = 52

[Statedef 103]
type = A
movetype = I
physics = N
anim = ifelse(vel x <0,46,103)+var(0)*10000
ctrl = 1

[State 103]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State vel]
type = veladd
trigger1 = 1
y = .35

[State land]
type = ChangeState
trigger1 = vel y > 0 && pos y>= 0
value = 52

;---------------------------------------------------------------------------
[Statedef 160]
type = S
movetype = I
physics = S
anim = 160+var(0)*10000
velset = 2,0
ctrl = 0
sprpriority = -1

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

[State pos]
type = posset
trigger1 = 1
y = 0

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 161]
type = A
movetype = I
physics = N
anim = 161+var(0)*10000
velset = 1,-6
ctrl = 0
sprpriority = 0

[State 161]
type = AssertSpecial
trigger1 = 1
flag = noairguard
[State hit]
type = NotHitBy
trigger1 = 1
value = SCA

[State vel]
type = veladd
trigger1 = 1
y = .45

[State vel]
type = velset
trigger1 = vel y > 0 && pos y>= 0
x = 0
[State land]
type = ChangeState
trigger1 = vel y > 0 && pos y>= 0
value = 52

;------------------------------------------------------------------------------
[Statedef 904]
type = A
movetype = I
physics = N
anim = 999
ctrl = 0

[State 904]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State var]
type = varset
trigger1 = time = 0
var(32) = 0

[State var]
type = varadd
trigger1 = time >= 1
var(32) = 1
ignorehitpause = 1

[State pal]
type = PalFX
trigger1 = 1
time = 1
add = -var(32)*33,-var(32)*33,-var(32)*33
ignorehitpause = 1

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 1

[State var]
type = varadd
trigger1 = time >= 1
fvar(2) = .01
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 200
scale = fvar(2),fvar(2)
ignorehitpause = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 900
anim = 902 + parent,var(0)*10000
ID = 200
bindtime = 1
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 910
anim = 912 + parent,var(0)*10000
ID = 200
bindtime = 1
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 920
anim = 922 + parent,var(0)*10000
ID = 200
bindtime = -1
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 950 + parent,var(0)*10000
anim = 951 + parent,var(0)*10000
ID = 200
bindtime = 1
sprpriority = 3
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 2000
anim = 2101
ID = 200
bindtime = 1
sprpriority = 3
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = time = 0
value = 904,0

[State explod]
type = RemoveExplod
trigger1 = parent,movetype = H
trigger2 = animtime = 0
ID = 200

[State end]
type = DestroySelf
trigger1 = parent,movetype = H
trigger2 = animtime = 0

;------------------------------------------------------------------
; Shield_S(開始)
[Statedef 900]
type = S
movetype = I
physics = S
anim = 900+var(0)*10000
ctrl = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = animelem = 2
value = S32,5
ignorehitpause = 1
persistent = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,7
ignorehitpause = 1
persistent = 1

[State explod]
type = Explod
trigger1 = animelem = 2
trigger1 = var(0) <= 1
anim = 6010 + random%2
supermove = 1
pausemovetime = 1
pos = 43,-60
sprpriority = 2
removeongethit = 1
ownpal = 1

[State explod]
type = Explod
trigger1 = animelem = 2
trigger1 = var(0) = 2
anim = 6010 + random%2
supermove = 1
pausemovetime = 1
pos = 28,-80
sprpriority = 2
removeongethit = 1
ownpal = 1

[State help]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1

[State var]
type = varset
trigger1 = time = 0
var(3) = 0

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State vel]
type = veladd
trigger1 = vel x != 0
x = ifelse(vel x >0,-.01,.01)

[State 900]
type = ReversalDef
trigger1 = fvar(11) < 64
trigger1 = var(45) = 0
getpower = 70
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s4,random%2;S32,1
p1stateno = 901
numhits = 0

[State 900]
type = ReversalDef
trigger1 = fvar(11) < 64
trigger1 = var(45) > 0
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s4,random%2;S32,1
p1stateno = 901
numhits = 0

[State 101,next]
type = ChangeState
triggerall = var(41) != 19
trigger1 = movehit
trigger1 = var(0) >= 1
trigger1 = command = "シールドカウンター"
value = 12900
ctrl = 0
ignorehitpause = 1

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Shield_S(成功)
[Statedef 901]
type = S
movetype = I
physics = S
anim = 901+var(0)*10000
ctrl = 0

[State 900]
type = ReversalDef
trigger1 = time <= 4
trigger1 = var(45) = 0
getpower = 70
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s4,random%2;S32,1
p1stateno = 901
numhits = 0

[State 900]
type = ReversalDef
trigger1 = time <= 4
trigger1 = var(45) > 0
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s4,random%2;S32,1
p1stateno = 901
numhits = 0

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 6010
ignorehitpause = 0

[State power]
type = PowerAdd
trigger1 = var(45) = 0
trigger1 = animelem = 1
value = 50
ignorehitpause = 0
persistent = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = animelem = 1
value = S32, random%2
ignorehitpause = 0
persistent = 0
channel = 0

[State 210, 1]
type = PlaySnd
trigger1 = var(45) = 0
triggerall = var(0) = 2
trigger1 = animelem = 1
value = S2032, random%2
ignorehitpause = 0
persistent = 0
channel = 0

[State 101,next]
type = ChangeState
trigger1 = var(0) = 0
trigger1 = var(41) != 19
trigger1 = command = "シールドカウンター"
value = 2900
ctrl = 0
ignorehitpause = 1

[State 101,next]
type = ChangeState
trigger1 = var(0) >= 1
trigger1 = var(41) != 19
trigger1 = command = "シールドカウンター"
value = 12900
ctrl = 0
ignorehitpause = 1

[State 101,next]
type = ChangeState
triggerall =var(45) != 3
trigger1 = var(41) != 19
trigger1 = var(0) = 0
trigger1 = var(56) >= 4
trigger1 = var(55) = 1
trigger1 = time = 7
value = 2900
ctrl = 0
ignorehitpause = 1

[State 101,next]
type = ChangeState
triggerall =var(45) != 3
trigger1 = var(41) != 19
trigger1 = var(56) >= 4
trigger1 =var(55) = 1
trigger1 = time = 7
value = 12900
ctrl = 0
ignorehitpause = 1

[State 101,next]
type = ChangeState
triggerall =var(45) = 3
trigger1 = time >= 11
value = 3500+var(0)*10000
ctrl = 0
ignorehitpause = 1

[State pos]
type = PosFreeze
trigger1 = animelem = 3,< 0

[State explod]
type = Explod
trigger1 = time = 0
trigger1 = var(0) <= 1
anim = 6015 + random%2+IfElse((var(41) != 19),0,10000)
pos = 43,-60
random = 6,-6
sprpriority = 3
ownpal = 1
ignorehitpause = 0
persistent = 0

[State explod]
type = Explod
trigger1 = time = 0
trigger1 = var(0) = 2
anim = 6015 + random%2+IfElse((var(41) != 19),0,10000)
pos = 27,-84
random = 9,9
sprpriority = 3
ownpal = 1
ignorehitpause = 0
persistent = 0

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; Shield_C(開始)
[Statedef 910]
type = C
movetype = I
physics = C
anim = 910+var(0)*10000
ctrl = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = animelem = 2
value = S32,5
ignorehitpause = 1
persistent = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelemtime(2)= 0
value = S0,7
ignorehitpause = 1
persistent = 0

[State explod]
type = Explod
trigger1 = animelem = 2
trigger1 = var(0) <= 1
anim = 6010 + random%2
ID = 6010
supermove = 1
pausemovetime = 1
pos = 48,-40
sprpriority = 2
removeongethit = 1
ownpal = 1

[State explod]
type = Explod
trigger1 = animelem = 2
trigger1 = var(0) = 2
anim = 6010 + random%2
ID = 6010
supermove = 1
pausemovetime = 1
pos = 28,-53
sprpriority = 2
removeongethit = 1
ownpal = 1

[State help]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1

[State var]
type = varset
trigger1 = time = 0
var(3) = 1

[State 910]
type = ReversalDef
trigger1 = fvar(11) < 64
trigger1 = var(45) = 0
getpower = 70
attr = C,NT
reversal.attr = SCA,NA,SA,HA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s4,random%1
p1stateno = 911
numhits = 0

[State 910]
type = ReversalDef
trigger1 = fvar(11) < 64
trigger1 = var(45) > 0
attr = C,NT
reversal.attr = SCA,NA,SA,HA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s4,random%1
p1stateno = 911
numhits = 0

[State 101,next]
type = ChangeState
triggerall = var(41) != 19
trigger1 = command = "シールドカウンター"
trigger1 = movehit
value = 2950
ctrl = 0
ignorehitpause = 1

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

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

; Shield_C(成功)
[Statedef 911]
type = C
movetype = I
physics = C
anim = 911+var(0)*10000
ctrl = 0

[State 910]
type = ReversalDef
trigger1 = time <= 3
trigger1 = var(45) = 0
getpower = 70
attr = C,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s4,random%1
p1stateno = 911
numhits = 0

[State 910]
type = ReversalDef
trigger1 = time <= 3
trigger1 = var(45) > 0
attr = C,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s4,random%1
p1stateno = 911
numhits = 0

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 6010
ignorehitpause = 0

[State 101,next]
type = ChangeState
triggerall =var(45) = 3
trigger1 = time >= 11
value = 3500+var(0)*10000
ctrl = 0
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = animelem = 1
value = S32, random%2
ignorehitpause = 0
persistent = 0
channel = 0
[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = animelem = 1
value = S2032, random%2
ignorehitpause = 0
persistent = 0
channel = 0
[State pos]
type = PosFreeze
trigger1 = animelem = 2,< 0

[State 101,next]
type = ChangeState
triggerall = var(41) != 19
trigger1 = command = "シールドカウンター"
value = 2950
ctrl = 0
ignorehitpause = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 = var(0) <= 1
anim = 6015 + random%2+IfElse((var(41) != 19),0,10000)
pos = 48,-40
random = 6,6
sprpriority = 3
ownpal = 1
ignorehitpause = 0
persistent = 0

[State explod]
type = Explod
trigger1 = time = 0
trigger1 = var(0) = 2
anim = 6015 + random%2+IfElse((var(41) != 19),0,10000)
pos = 32,-58
random = 6,6
sprpriority = 3
ownpal = 1
ignorehitpause = 0
persistent = 0

[State power]
type = PowerAdd
trigger1 = var(45) = 0
trigger1 = animelem = 1
value = 50
ignorehitpause = 0
persistent = 0

[State ctrl]
type = ctrlset 
trigger1 = animelem = 3
value = 1

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11

;------------------------------------------------------------------
; Shield_A(開始)
[Statedef 920]
type = A
movetype = I
physics = A
anim = 920+var(0)*10000
ctrl = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = time = 2
value = S32,5
ignorehitpause = 1
persistent = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,7
ignorehitpause = 1
persistent = 1

[State explod]
type = Explod
trigger1 = animelem = 1
trigger1 = var(0) <= 1
anim = 6010 + random%2
id = 6010
supermove = 1
pausemovetime = 1
pos = 52,-40
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1

[State explod]
type = Explod
trigger1 = animelem = 1
trigger1 = var(0) = 2
anim = 6010 + random%2
id = 6010
supermove = 1
pausemovetime = 1
pos = 28,-65
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1


[State explod]
type = RemoveExplod
trigger1 = movehit = 1
ID = 6010

[State help]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1

[State var]
type = varset
trigger1 = time = 0
var(3) = 2

[State explod]
type = Explod
trigger1 = movehit = 1
anim = 6015 + random%2+IfElse((var(41) != 19),0,10000)
pos = 52,-40
sprpriority = 3
random = 6,6
ownpal = 1
ignorehitpause = 0
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = movehit = 1
channel = 0
value = S32, random%2
ignorehitpause = 1
channel = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = movehit = 1
channel = 0
value = S2032, random%2
ignorehitpause = 1
channel = 0

[State explod]
type = Explod
trigger1 = movehit
anim = 6015 + random%2+IfElse((var(41) != 19),0,10000)
pos = 52,-40
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0


[State 920]
type = ReversalDef
trigger1 = fvar(11) < 64
trigger1 = var(45) = 0
getpower = 70
attr = A,NT
reversal.attr = SCA,NA,SA
pausetime = 16,21
p1stateno = 921
sparkno = s6015 + random%2+IfElse((var(41) != 19),0,10000)
sparkxy = 56,-38
hitsound = s4,random%2
numhits = 0

[State 920]
type = ReversalDef
trigger1 = fvar(11) < 64
trigger1 = var(45) >= 1
attr = A,NT
reversal.attr = SCA,NA,SA
pausetime = 16,21
sparkno = s6015 + random%2+IfElse((var(41) != 19),0,10000)
sparkxy = 56,-38
p1stateno = 921
hitsound = s4,random%2
numhits = 0

[State 101,next]
type = ChangeState
triggerall = var(41) != 19
trigger1 = command = "シールドカウンター"
trigger1 = movehit
value = 2960
ctrl = 0
ignorehitpause = 1

[State anim]
type = ChangeAnim
trigger1 = animtime = 0
value = 55

[State 920]
type = ChangeState
trigger1 = vel y > 0 && pos y >= 0
value = 53
ctrl = 0

; Shield_A(成功)
[Statedef 921]
type = A
movetype = I
physics = A
anim = 921+var(0)*10000
ctrl = 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = animelem = 1
value = S32, random%2
ignorehitpause = 0
persistent = 0
channel = 0
[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = animelem = 1
value = S2032, random%2
ignorehitpause = 0
persistent = 0
channel = 0

[State 101,next]
type = ChangeState
triggerall = var(41) != 19
trigger1 = command = "シールドカウンター"
trigger1 = time <= 12
value = 2960
ctrl = 0
ignorehitpause = 1

[State 101,next]
type = ChangeState
trigger1 = var(56) >= 2
trigger1 =var(55) = 1
trigger1 = time >= 8
value = 2960
ctrl = 0
ignorehitpause = 1

[State ctrl]
type = ctrlset 
trigger1 = animelem = 1,>= 6
value = 1

[State power]
type = PowerAdd
trigger1 = var(45) = 0
trigger1 = animelem = 1
value = 60
ignorehitpause = 0
persistent = 0

[State 921]
type = Changeanim
trigger1 = animtime = 0
value = 55+var(0)*10000

[State 921]
type = ChangeState
trigger1 = vel y > 0 && pos y>= 0
value = 52

;---------------------------------------------------------------------------
;shield miss after Jump Land
[Statedef 53]
type = S
physics = S
ctrl = 0
anim = 47+var(0)*10000

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

[State explod]
type = Explod
trigger1 = time = 0
anim = 6017
ID = 6017
supermove = 1
pausemovetime = 1
pos = 0,-1
sprpriority = 2
removeongethit = 1
ownpal = 1

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

[State 101, sound]
type = PlaySnd
trigger1 = time = 0
value = 0,0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; Dash Cancell
[Statedef 950]
type = S
physics = S
anim = 100+var(0)*10000
velset = 0,0
ctrl = 0

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State var]
type = varadd
trigger1 = time = 0
var(14) = 1
persistent = 0

[State 950]
type = ChangeState
trigger1 = time = 0
value = 100

;------------------------------------------------------------------
; Jump Cancell
[Statedef 951]
type = A
movetype = I
physics = A
velset = 0,0
ctrl = 1

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State var]
type = varadd
trigger1 = time = 0
var(14) = 1
persistent = 0

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 0
[State var]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State var]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[State 951]
type = velset
trigger1 = time = 0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = const(velocity.airjump.y);*.75

[State 951]
type = ChangeAnim
trigger1 = time = 0
value = ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))+var(0)*10000

[State 951]
type = ChangeAnim
trigger1 = vel y > -2
trigger1 = selfanimexist(anim+3)
value = anim+3
persistent = 0

[State 951]
type = ChangeState
trigger1 = time = 1
value = 50
ctrl = 1

;------------------------------------------------------------------
; Super Jump
[Statedef 952]
type = S
movetype = I
physics = N
anim = 40+var(0)*10000
velset = 0,0
ctrl = 0

[State 952]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State var]
type = varadd
trigger1 = time = 0
var(14) = 1
persistent = 0
[State var]
type = varset
trigger1 = time = 0
fvar(14) = 1

[State anim]
type = ChangeAnim
trigger1 = anim = 40+var(0)*10000 && animtime = 0
value = 41+var(0)*10000
persistent = 0

[State type]
type = StateTypeSet
trigger1 = anim = 41+var(0)*10000
statetype = A

[State vel]
type = veladd
trigger1 = anim = 41+var(0)*10000
x = 1.4
y = -13
persistent = 0

[State anim]
type = ChangeAnim
trigger1 = anim = 41+var(0)*10000
trigger1 = vel y > -2
trigger1 = selfanimexist(anim+3)
value = anim+3
persistent = 0

[State vel]
type = veladd
trigger1 = anim = [41+var(0)*10000,46+var(0)*10000]
y = .45

[State snd]
type = PlaySnd
trigger1 = anim = 41+var(0)*10000
value = 102,0
persistent = 0

[State ctrl]
type = ctrlset
trigger1 = time>= 15
value = 1

[State vel]
type = velset
trigger1 = vel y > 0 && pos y>= 0
x = 0
[State land]
type = ChangeState
trigger1 = vel y > 0 && pos y>= 0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type = L
movetype= H
physics = N

[State 5100, Change]
type = ChangeState
triggerall = Time >= 1
trigger1 = command = "BB"
value = 5221

[State 5100, Change]
type = ChangeState
triggerall = Time >= 1
trigger1 = command = "UU"
value = 5220

[State 5100, Change]
type = ChangeState
triggerall = Time >= 1
trigger1 = command = "FF"
value = 5222

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

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

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

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = NumHelper(6969) = 0
triggerall = time = 0
trigger1 = (anim != [5051+var(0)*10000,5059+var(0)*10000]) && (anim != [5061+var(0)*10000,5069+var(0)*10000])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100+var(0)*10000

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = time = 0
trigger1 = (anim = [5051+var(0)*10000,5059+var(0)*10000]) || (anim = [5061+var(0)*10000,5069+var(0)*10000])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100+var(0)*10000 + (anim % 10)




[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = NumHelper(6969) = 1
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(35100 + (anim % 10))
value =35100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = time = 0
trigger1 = (anim = [35051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(35100 + (anim % 10))
value = 35100

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

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

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

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

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

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

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = S2,1

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

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

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

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

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = NumHelper(6969) = 0
triggerall = time = 0
trigger1 = anim != [5101+var(0)*10000,5109+var(0)*10000]
trigger2 = !SelfAnimExist(5160 +var(0)*10000 + (anim % 10))
value = 5160+var(0)*10000

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = NumHelper(6969) = 0
triggerall = time = 0
trigger1 = anim = [5101+var(0)*10000,5109+var(0)*10000]
trigger1 = SelfAnimExist(5160+var(0)*10000 + (anim % 10))
value = 5160 +var(0)*10000 + (anim % 10)




[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = NumHelper(6969) = 1
triggerall = time = 0
trigger1 = anim != [35101,35109]
trigger2 = !SelfAnimExist(35160  + (anim % 10))
value = 35160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = NumHelper(6969) = 1
triggerall = time = 0
trigger1 = anim = [35101,53109]
trigger1 = SelfAnimExist(35160 + (anim % 10))
value = 35160  + (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 5100, Change]
type = ChangeState
triggerall = Time >= 0
trigger1 = command = "BB"
value = 5221

[State 5100, Change]
type = ChangeState
triggerall = Time >= 0
trigger1 = command = "UU"
value = 5220

[State 5100, Change]
type = ChangeState
triggerall = Time >= 0
trigger1 = command = "FF"
value = 5222

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

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
triggerall = NumHelper(6969) = 0
persistent = 0
trigger1 = SelfAnimExist(5110+var(0)*10000 + (anim % 10))
trigger1 = anim = [5081+var(0)*10000,5089+var(0)*10000]
value = 5110+var(0)*10000 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = NumHelper(6969) = 0
triggerall = time = 0
triggerall = anim != [5110+var(0)*10000,5119+var(0)*10000] ;Not already changed anim
trigger1 = anim != [5161+var(0)*10000,5169+var(0)*10000]
trigger2 = !SelfAnimExist(5170+var(0)*10000 + (anim % 10))
value = 5170+var(0)*10000

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = NumHelper(6969) = 0
triggerall = time = 0
triggerall = anim != [5110+var(0)*10000,5119+var(0)*10000] ;Not already changed anim
trigger1 = anim = [5161+var(0)*10000,5169+var(0)*10000]
trigger1 = SelfAnimExist(5170+var(0)*10000 + (anim % 10))
value = 5170+var(0)*10000 + (anim % 10)


[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
triggerall = NumHelper(6969) = 1
persistent = 0
trigger1 = SelfAnimExist(35110+ (anim % 10))
trigger1 = anim = [35081,35089]
value = 35110+ (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = NumHelper(6969) = 1
triggerall = time = 0
triggerall = anim != [35110,35119] ;Not already changed anim
trigger1 = anim != [35161,35169]
trigger2 = !SelfAnimExist(35170 + (anim % 10))
value = 35170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = NumHelper(6969) = 1
triggerall = time = 0
triggerall = anim != [35110,35119] ;Not already changed anim
trigger1 = anim = [35161,35169]
trigger1 = SelfAnimExist(35170 + (anim % 10))
value = 35170 + (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 = S2,1

[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 = NumHelper(6969) = 0
triggerall = anim = [5171+var(0)*10000,5179+var(0)*10000]
triggerall = SelfAnimExist(5110+var(0)*10000 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110+var(0)*10000 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = NumHelper(6969) = 0
triggerall = Anim != [5111+var(0)*10000,5119+var(0)*10000]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110+var(0)*10000

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = NumHelper(6969) = 1
triggerall = anim = [35171,35179]
triggerall = SelfAnimExist(35110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 35110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = NumHelper(6969) = 1
triggerall = Anim != [35111,35119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 35110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = NumHelper(6969) = 0
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110+var(0)*10000,5119+var(0)*10000]
value = 5150

[State 5110, 11] ;If just died
type = ChangeState
triggerall = NumHelper(6969) = 1
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [35110,35119]
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 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 1000, 3]
type = Varadd
trigger1 = time = 0+random%50
v = 50
value = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = time = 0
channel = 0
value = S22, random%3
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 0
trigger1 = time = 0
channel = 0
value = S2023, 0
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 1
trigger1 = time = 0
channel = 0
value = S2022, 0
ignorehitpause = 1

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim

triggerall = time = 0
trigger1 = anim != [5111+var(0)*10000,5119+var(0)*10000]
trigger2 = !SelfAnimExist(5120+var(0)*10000 + (anim % 10))
value = 5120+var(0)*10000

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim

triggerall = time = 0
trigger1 = anim = [5111+var(0)*10000,5119+var(0)*10000]
value = 5120+var(0)*10000 + 1

[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_fallrecover (still falling)
[Statedef 5200]
type = A
movetype = H
physics = N

[State Recover in mid air]
type = ChangeState
trigger1 = fvar(11) < 64
trigger1 = pos y < -10
value = 5210

[State Change anim if done with transition]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = anim = 5035+var(0)*10000
trigger1 = animtime = 0
value = 5050+var(0)*10000

[State Coming down anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 0
trigger1 = anim = [5050+var(0)*10000,5059+var(0)*10000]
trigger1 = vel y>= ifelse(anim=5050+var(0)*10000,1,-2)
trigger1 = selfanimexist(anim+10)
value = anim+10
persistent = 0


[State Change anim if done with transition]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = anim = 35035
trigger1 = animtime = 0
value = 35050

[State Coming down anim]
type = ChangeAnim
triggerall = NumHelper(6969) = 1
trigger1 = anim = [35050,35059]
trigger1 = vel y>= ifelse(anim=35050,1,-2)
trigger1 = selfanimexist(anim+10)
value = anim+10
persistent = 0

[State vel]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[State Recover near ground]
type = SelfState
trigger1 = fvar(11) < 64
trigger1 = vel y > 0 && pos y>= 10
value = 5210

[State end]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y>= ifelse((anim=[5051+var(0)*10000,5059+var(0)*10000])||(anim=[5061+var(0)*10000,5069+var(0)*10000]),0,25)
value = 5100

;---------------------------------------------------------------------------
; Hit_Airfallrecover
[Statedef 5210]
type = A
movetype = I
physics = N
anim = 5210+var(0)*10000
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = time = 0
channel = 0
value = S23, random%2
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = time = 0
channel = 0
value = S2023, random%2
ignorehitpause = 1

[State pal]
type = PalFX
trigger1 = time = 0
trigger2 = time = 2
trigger3 = time = 4
trigger4 = time = 6
trigger5 = time = 8
time = 1
add = 128,128,128
sinadd = -128,-128,-128,32

[State pos]
type = PosFreeze
trigger1 = time = 0
value = 4

[State snd]
type = PlaySnd
trigger1 = time = 0
value = 5201,0

[State vel]
type = velset
triggerall = time = 2
trigger1 = command = "holdfwd"
trigger2 = command = "holdfu"
x = 5.2
y = const(velocity.jump.y)*0.65

[State vel]
type = velset
triggerall = time = 2
trigger1 = command = "holdback"
trigger2 = command = "holdbu"
x = -4
y = const(velocity.jump.y)*0.7

[State vel]
type = velset
triggerall = time = 3
trigger1 != command = "holdfwd"
trigger1 != command = "holdback"
trigger1 != command = "holdbu"
trigger1 != command = "holdfu"
x = -2-(prevstateno = [5100,5110])*2
y = -3

[State vel]
type = velmul
trigger1 = time = 4
x = .8
y = .8

[State vel]
type = veladd
trigger1 = time = 4
y = -4.5

[State vel]
type = velmul
trigger1 = time = 4
trigger1 = vel y > 0
y = .5

[State vel]
type = veladd
trigger1 = time = 4
trigger1 = vel y > -3
y = -2

[State vel]
type = veladd
trigger1 = time = 4
trigger1 = vel y > -2
y = -1

[State hit]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

[State ctrl]
type = ctrlset
trigger1 = time = 20
value = 1

[State vel]
type = veladd
trigger1 = time>= 5
y = const(movement.yaccel)

[State land]
type = ChangeState
trigger1 = time>= 5
trigger1 = vel y > 0 && pos y>= 10
value = 52
ctrl = 1

;------------------------------------------------------------------
;地面受け身 通常
[Statedef 5220]
type  = A
movetype = I
physics  = N
poweradd = 0
anim  = 5210+var(0)*10000
ctrl  = 0
;velset = 0,0

[State 5220]
type = turn
trigger1 = time = 1
trigger1 = P2BodyDist X < -2
value = 1

[State 5220]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = time = 0
channel = 0
value = S23, random%2
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = time = 0
channel = 0
value = S2023, random%2
ignorehitpause = 1

[State 5220] 
type = PlayerPush
trigger1 = 1
value = 0

[State 5220]
type = VelSet
trigger1 = time = 0
x = -1
y = -3.5

[State 5220]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 5220]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52


;------------------------------------------------------------------
;地面受け身 後退
[Statedef 5221]
type  = A
movetype = I
physics  = N
poweradd = 0
anim  = 5210+var(0)*10000
ctrl  = 0
;velset = 0,0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = time = 0
channel = 0
value = S23, random%2
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = time = 0
channel = 0
value = S2023, random%2
ignorehitpause = 1

[State 5220]
type = turn
trigger1 = time = 1
trigger1 = P2BodyDist X < -2
value = 1

[State 5220]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5220] 
type = PlayerPush
trigger1 = 1
value = 0

[State pal]
type = PalFX
trigger1 = time = 0
trigger2 = time = 2
trigger3 = time = 4
trigger4 = time = 6
trigger5 = time = 8
time = 1
add = 128,128,128

[State 5220]
type = VelSet
trigger1 = time = 0
x = -6.5
y = -3.5

[State 5220]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 5220]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52


;------------------------------------------------------------------
;地面受け身 前進
[Statedef 5222]
type  = A
movetype = I
physics  = N
poweradd = 0
anim  = 5210+var(0)*10000
ctrl  = 0
;velset = 0,0


[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = time = 0
channel = 0
value = S23, random%2
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = time = 0
channel = 0
value = S2023, random%2
ignorehitpause = 1

[State 5220]
type = turn
trigger1 = time = 1
trigger1 = P2BodyDist X < -2
value = 1

[State 5220]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5220] 
type = PlayerPush
trigger1 = 1
value = 0

[State pal]
type = PalFX
trigger1 = time = 0
trigger2 = time = 2
trigger3 = time = 4
trigger4 = time = 6
trigger5 = time = 8
time = 1
add = 128,128,128

[State 5220]
type = VelSet
trigger1 = time = 0
x = 6
y = -3

[State 5220]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 5220]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52


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


:------------------------------------------------------------------
秋葉イントロナイフを出す
[statedef 9900]
type = S
movetype = I
physics = S
anim  = 9900+var(0)*10000
velset  =0,0
ctrl  = 0
sprpriority = -2  

[State end]
type = ChangeState
triggerall = p2name="Akiha_Tohno"&&p2stateno=9904
trigger1 = stateno != 9901
value = 9901

[State 100,***]
type = varset
trigger1 = anim = 9901
var(0) = 1

[State 100,***]
type = varset
trigger1 = anim = 9901
var(41) = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 17
value = S2000,5
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = anim = 9901+var(0)*10000
trigger1 = animelem = 2
value = S24,0
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = anim = 9901
trigger1 = animelem = 2
value = S6,0
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = anim = 9901
trigger1 = animelem = 4
value = S6,1
ignorehitpause = 1
persistent = 0

[state 730,end]
type = changeanim
trigger1 = anim = 9901+var(0)*10000
trigger1 = animtime = 0
trigger1 = anim != 1
value = 1

[State end]
type = Changeanim
triggerall = p2name="Akiha_Tohno"&&p2stateno = 0
trigger1 = anim = 9900
trigger1 = anim != 0
value = 9901
[State end]
type = Changeanim
triggerall = p2name="Akiha_Tohno"&&p2stateno = 0
trigger1 = anim = 19900
trigger1 = anim != 0
value = 19901

[state 730,end]
type = changestate
trigger1 = roundstate = 3
value = 0
ctrl = 1

:------------------------------------------------------------------
秋葉イントロ反転
[statedef 9901]
type = S
movetype = I
physics = S
anim  = 9902+var(0)*10000
velset  =0,0
ctrl  = 0
sprpriority = -2  

[State 210, 1]
type = PlaySnd
trigger1 = anim = 9902+var(0)*10000
trigger1 = animtime = 0
value = S6,1
ignorehitpause = 1
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = anim = 9902+var(0)*10000
trigger1 = animtime = 0
value = 5, 1

[State 1100, wind]
type = Helper
trigger1 = anim = 9902+var(0)*10000
trigger1 = animtime = 0
name = "magan"
stateno = 199
scale = 1,1
pos = -2,-92
ownpal = 1
supermovetime = 100
pausemovetime = 100
sprpriority = 4

[State 1100, wind]
type = Helper
trigger1 = anim = 9902
trigger1 = time = 466
name = "magan"
stateno = 199
scale = 1,1
pos = -1,-91
ownpal = 1
supermovetime = 100
pausemovetime = 100
sprpriority = 4

[State 210, 1]
type = PlaySnd
trigger1 = time = 510
value = S2000,2
ignorehitpause = 1
persistent = 0

[State 100,***]
type = varset
trigger1 = 1
var(0) = 2

[State 100,***]
type = varset
trigger1 = 1
var(41) = 7

[State 100,***]
type = powerset
trigger1 = animtime = 0
value = 3000

[state 730,end]
type = changeanim
trigger1 = animtime = 0
trigger1 = anim != 2
value = 2

[State 210, 1]
type = PlaySnd
trigger1 = roundstate = 3
value = s2100, 0
persistent = 0

[state 730,end]
type = changestate
trigger1 = roundstate = 3
value = 0
ctrl = 1
:------------------------------------------------------------------
秋葉イントロナイフをsimau
[statedef 9902]
type = S
movetype = I
physics = S
anim  = 19903
velset  =0,0
ctrl  = 0
sprpriority = -2  

[State 100,***]
type = varset
trigger1 = 1
var(0) = 0

[State 100,***]
type = varset
trigger1 = 1
var(41) = 5

[State 210, 1]
type = PlaySnd
trigger1 = anim = 19903
trigger1 = animelem = 5
value = S6,0
persistent = 0

[state 730,end]
type = changestate
trigger1 = roundstate = 3
value = 0
ctrl = 1
