
[Data]
life = 1000
attack = 100
defence = 300
power = 4000
fall.defence_up = 150
liedown.time = 30
airjuggle = 2001
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1          
yscale = 1   
ground.front = 15          
ground.back = 16   
air.front = 11  
air.back = 12           
height = 61       
attack.dist = 150    
proj.attack.dist = 120
proj.doscale = 0     
head.pos = 5,-107
mid.pos = 10,-70
shadowoffset = 0     
draw.offset = 0,0    

[Velocity]
walk.fwd  = 2.6
walk.back = -2.2
run.fwd  = 5.6,0   
run.back = -9.2,-4.2
jump.neu = 0,-10.4
jump.back = -2.7
jump.fwd = 2.65  
runjump.back = -2.55,-8.1
runjump.fwd = 4.2,-8.1  
airjump.neu = 0,-9.8    
airjump.back = -2.55     
airjump.fwd = 2.5        

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .58       
stand.friction = .85  
crouch.friction = .82 

;---------------------------------------------------------------------------
;var(1) =　汎用ランダム変数
;var(2) =　先行入力受付
;var(3) =　大ジャンプ判定
;var(4) =　小ジャンプ判定
;var(5) =　ＣＨダメージ
;var(6) =　半数補正
;var(7) =　パーフェクト判定
;var(8) =　Ｆａｃｉｎｇ
;var(9) =　空中ＨＩＴ制限
;var(10) =　カウンターヒット判定
;var(11) =　カウンターヒットフラグ
;var(12) =　敵判別
;var(13) =　空中敵ぶつかり判定
;var(14) =　Ａｉｒ.ＣｏｎｅｒＰｕｓｈ
;var(15) =　リバサ大ジャンプ判定
;var(16) =　空中やられ復帰フラグ

;var(50) =　敵速度補正
;var(51) =　速度補正
;var(52) =　敵画面端距離
;var(53) =　ＡＩ画面端測定
;var(54) =　投げ無効フラグ
;var(55) =　ＡＩ反応速度
;var(56) =　敵ヘルパー
;var(57) =　ガードヘルパー
;var(58) =　敵認識用
;var(59) =　ＡＩ判定

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

;Channel = 1 イントロボイス
;Channel = 2 ガード音
;Channel = 3 挑発ボイス
;Channel = 4 チェーン音

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

[State 180, End]
type = ChangeState
triggerall = var(7)
trigger1 = Time = 0
value = 181

[State 180, End]
type = ChangeState
triggerall = var(12)
trigger1 = Time = 0
value = 183

[State 180, End]
type = ChangeState
triggerall = !var(7) && !var(12)
trigger1 = Time = 0
value = 182

;---------------------------------------------------------------------------
; 我に拳を当てたこと　褒めてやる
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3, = 6
value = S0,4

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

;---------------------------------------------------------------------------
; ・・・・・・・・・（褒めない）
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

;---------------------------------------------------------------------------
; 人は何かを成す為に生を受け　成し終えた時死んでゆく
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 183, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,5

[State 183, Explod]
type = Explod
trigger1 = AnimElem = 38
anim = 183
postype = P1
pos = 0,0
sprpriority = 1
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 183, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,500]
flag = RoundNotOver
flag2 = NoBarDisplay

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

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

[State 190, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 28
value = S0,0
channel = 1

[State 190, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9, = 1
value = S0,1

[State 190, vs 選ばれし宿命の堕とし児]
type = ChangeState
Triggerall = Time = [0,1]
Trigger1 = Enemy,Name = "K`" 
Trigger2 = Enemy,Name = "K'" 
Trigger3 = Enemy,Name = "Maxima" 
Trigger4 = Enemy,Name = "Whip" 
Trigger5 = Enemy,Name = "K9999" 
Trigger6 = Enemy,Name = "Angel" 
Trigger7 = Enemy,Name = "Foxy" 
value = 191

[State 190, vs 捨て駒]
type = ChangeState
Triggerall = Time = [0,1]
Trigger1 = Enemy,Name = "Krizalid"
Trigger2 = Enemy,Name = "Original Zero"
value = 192

[State 190, vs ネームレス]
type = ChangeState
Triggerall = Time = [0,1]
Trigger1 = Enemy,Name = "Nameless" 
value = 193

[State 190, vs ゼロ]
type = ChangeState
Triggerall = Time = [0,1]
Trigger1 = Enemy,Name = "Zero" 
value = 194

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

;---------------------------------------------------------------------------
; 選ばれし宿命の堕とし児よ　今ここに力を示せ
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

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

[State 191, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S0,2
channel = 1

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

;---------------------------------------------------------------------------
; 敢えて問う　何故お前は生きている
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 192, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 192, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S9,0

[State 192, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 32
value = S9,1
channel = 1

[State 192, End] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 血の涙を　流すか
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 193, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 193, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 86
value = S9,2

[State 193, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 106
value = S9,3

[State 193, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 135
value = S0,3

[State 193, End] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 望み通りに　散るがいい
[Statedef 194]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 194, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 194, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 32
value = S1,8

[State 194, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 58
value = S9,4

[State 194, End] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 195, PlaySnd]
type = PlaySnd
triggerall = P2StateType != L
trigger1 = AnimElem = 2
value = S0,3
channel = 3

[State -2, CtrlSet]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

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

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

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

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

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

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

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

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

[State 200, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,NA
damage = Ceil((8+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 3,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -10,-85
hitsound = S5,0
guardsound = S6,0
pausetime = 0,11
guard.pausetime = 0,9
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 9
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 62,62
givepower = 20,20
ID = 200

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＡ
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                     
ctrl = 0                        
anim = 200                       
poweradd = 0                    
sprpriority = 2                 

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

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

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

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

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

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

[State 205, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,NA
damage = Ceil((8+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -20,-85
hitsound = S5,0
guardsound = S6,0
pausetime = 0,11
guard.pausetime = 0,9
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 9
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -4,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 62,62
givepower = 20,20
ID = 205

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;遠立ちＣ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 200

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

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

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

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

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,0

[State 210, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,NA
damage = Ceil((18+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 4,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -10,-75
hitsound = S5,1
guardsound = S6,0
pausetime = 0,11
guard.pausetime = 0,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4.5,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 125,125
givepower = 20,20
ID = 210

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＣ
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 200
sprpriority = 2

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

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

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

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

[State 215, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,1

[State 215, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,0

[State 215, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,NA
damage = Ceil((18+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 5,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -10,-75
hitsound = S5,1
guardsound = S6,0
pausetime = 0,11
guard.pausetime = 0,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4.5,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 125,125
givepower = 20,20
ID = 215

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

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

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

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

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

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

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

[State 220, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 3
value = S2,0

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

[State 220, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,NA
damage = Ceil((8+var(5))*(100-Random%11)*10/103)
animtype = Medium
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 3,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -10,-55
hitsound = S5,2
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 0,0
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 7
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -3,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 62,62
givepower = 20,20
ID = 220

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＢ
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

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

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

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

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

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

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

[State 225, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,NA
damage = Ceil((8+var(5))*(100-Random%11)*10/103)
animtype = Medium
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -10,-55
hitsound = S5,2
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 0,0
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 7
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -3,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 62,62
givepower = 20,20
ID = 225

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;遠立ちＤ
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

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

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

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

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

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1

[State 230, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,NA
damage = Ceil((15+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7101
sparkxy = -5,-55
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 0,0
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -3,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 125,125
givepower = 20,20
ID = 230

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;近立ちＤ
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

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

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

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

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

[State 235, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,1

[State 235, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1

[State 235, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,NA
damage = Ceil((15+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7101
sparkxy = -5,-55
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
guard.pausetime = 0,0
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
air.hittime = 60
ground.velocity = -5.75*(1-(PrevStateNo = [200,600))*0.2)
air.velocity = -3,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 125,125
givepower = 20,20
ID = 235

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

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

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

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 21, >= 0
value = 0

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

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(11)
var(6) = 0

[State -2. VarAdd]
type = VarAdd
triggerall = !var(11)
trigger1 = NumTarget(250)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 250, PlaySnd]
type = PlaySnd
triggerall = Random%2 = 1
trigger1 = AnimElem = 3
value = S2,1

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,1

[State 250, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 13
attr = S,NA
damage = Ceil((Ceil((19+var(5))*0.5**(var(6)))-1)*(100-Random%11)*10/103)
animtype = Back
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7004
guard.sparkno = S7101
sparkxy = 0,-75
hitsound = S5,4
guardsound = S6,0
pausetime = 5,11
guard.pausetime = 5,9
ground.slidetime = 21
ground.hittime = 21
guard.ctrltime = 21
air.hittime = 60
ground.velocity = -4,-3.5
guard.velocity = -13.75
air.velocity = -2,-4.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 166,166
givepower = 20,20
fall = 1
fall.recovertime = 20+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ID = 250

[State 250, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 20
attr = S,NA
damage = Ceil((Ceil((19+var(5))*0.5**(var(6)))-1)*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -5,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 2,2
guard.pausetime = 2,0
ground.slidetime = 21
ground.hittime = 21
guard.ctrltime = 21
air.hittime = 60
ground.velocity = 0,15
guard.velocity = -13.75
air.velocity = -4,15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 166,166
givepower = 20,20
fall = 1
fall.recover = 0
ID = 251

[State 250, EnvColor]
type = EnvColor
triggerall = AnimElem = 13
trigger1 = MoveHit = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

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

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

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

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 20, >= 0
value = 0

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

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

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

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

[State -2, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8000
sprpriority = 4
removetime = -2
pos = -16,-80
postype = P1
pausemovetime = 99999

[State 255, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 15, < 0
value = SCA
time = 1

[State 255, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S1,3+Random%2

[State 255, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,1

[State 255, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 12
attr = S,NA
damage = 0
animtype = Back
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7004
guard.sparkno = S7101
sparkxy = 0,-75
hitsound = S5,4
guardsound = S6,0
pausetime = 5,11
guard.pausetime = 5,9
ground.slidetime = 21
ground.hittime = 21
guard.ctrltime = 21
air.hittime = 60
ground.velocity = -4,-3.5
guard.velocity = -13.75
air.velocity = -2,-4.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 166,166
givepower = 20,20
fall = 1
fall.recovertime = 20+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ID = 255

[State 255, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 18
attr = S,NA
damage = 0
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -5,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 2,2
guard.pausetime = 2,0
ground.slidetime = 21
ground.hittime = 21
guard.ctrltime = 21
air.hittime = 60
ground.velocity = 0,15
guard.velocity = -13.75
air.velocity = -4,15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 166,166
givepower = 20,20
fall = 1
fall.recover = 0
ID = 256

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

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

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

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

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

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

[State 600, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -10,-30
hitsound = S5,0
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 9
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 62,62
givepower = 20,20
ID = 600

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

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

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

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

[State 605, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -10,-30
hitsound = S5,0
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 9
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 62,62
givepower = 20,20
ID = 605

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;垂直ジャンプＣ
[Statedef 610]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

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

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

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,0

[State 610, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil(17*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 5,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -10,-30
hitsound = S5,1
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 125,125
givepower = 20,20
ID = 610

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;斜めジャンプＣ
[Statedef 615]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

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

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

[State 615, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,0

[State 615, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil(17*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 5,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -10,-30
hitsound = S5,1
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
getpower = 125,125
givepower = 20,20
ID = 615

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;垂直ジャンプＢ
[Statedef 620]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

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

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

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

[State 620, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -10,-30
hitsound = S5,2
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 9
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .65
getpower = 62,62
givepower = 20,20
ID = 620

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;斜めジャンプＢ
[Statedef 625]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

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

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

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

[State 625, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil((10+var(5))*(100-Random%11)*10/103)
animtype = Light
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 4,Hit
sparkno = S7000
guard.sparkno = S7100
sparkxy = -10,-30
hitsound = S5,2
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.ctrltime = 9
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .65
getpower = 62,62
givepower = 20,20
ID = 625

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;垂直ジャンプＤ
[Statedef 630]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

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

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

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,1

[State 630, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil(17*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 5,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -10,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .65
getpower = 125,125
givepower = 20,20
ID = 630

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;斜めジャンプＤ
[Statedef 635]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

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

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

[State 635, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,1

[State 635, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil(17*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = H
hitflag = MAF
priority = 5,Hit
sparkno = S7001
guard.sparkno = S7101
sparkxy = -10,-30
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -5.75
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .65
getpower = 125,125
givepower = 20,20
ID = 635

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ジャンプふっとばし
[Statedef 640]
type = A
physics = A
movetype = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

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

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

[State 640, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,1

[State 640, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = A,NA
damage = Ceil(18*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7003
guard.sparkno = S7101
sparkxy = -10,-45
hitsound = S5,4
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 21
ground.hittime = 21
guard.ctrltime = 21
air.hittime = 60
ground.velocity = -4,-7.5
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = .55
getpower = 166,166
givepower = 20,20
ID = 640
p2facing = 1

[State 640, TargetState]
type = TargetState
triggerall = NumTarget(640)
trigger1 = !var(11)
trigger1 = MoveHit
trigger1 = Target,StateNo != 645
value = 645
ID = 640
ignorehitpause = 1
persistent = 0

[State 640, TargetState]
type = TargetState
triggerall = NumTarget(640)
trigger1 = var(11)
trigger1 = MoveHit
trigger1 = Target,StateNo != 1405
value = 1405
ID = 640
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 645]
type    = A
movetype= H
physics = N
velset = 0,0

[State 645, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 645, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 645

[State 645, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = -8
y = -4.5

[State 645, VelSet]
type = Veladd
trigger1 = AnimElem = 13, >= 0
y = .4

[State 645, End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger2 = time > 600
value = 646

;---------------------------------------------------------------------------
[Statedef 646]
type    = L
movetype= H
physics = N
velset = -4,0

[State 646, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 646, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 646

[State 646, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 646, VelAdd]
type = Veladd
trigger1 = Time >= 0 && AnimElem = 2, < 0
x = .1

[State 646, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 646, MakeDust]
type = MakeDust
trigger1 = Vel X < 0
spacing = 4

[State 646, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger1 = Alive
trigger2 = time > 600
value = 5120

[State 646, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger1 = !Alive
trigger2 = time > 600
value = 5150

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

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

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

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

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

[State -2, Explod]
type = Explod
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 1
anim = 8000
sprpriority = 4
removetime = -2
pos = 16,-112
postype = P1
pausemovetime = 99999

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

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

[State 700, PlaySnd]
type = PlaySnd
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 2
value = S2,4+Random%2

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

[State 700, HitBy]
type = HitBy
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 1, >= 0 && AnimElem = 10, < 0
trigger2 = AnimElem = 11, >= 0 && AnimElem = 16, < 0
value = SCA,AT
time = 1

[State 700, AfterImage]
type = AfterImage
trigger1 = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 3, = 1
time = 28
length = 7
palcolor = 0
palinvertall = 0
palcontrast = 256, 256, 256
palbright = 0, 30, 100
palpostbright = 30, 0, 30
paladd = 0, 0, 0
palmul = 1, 1, 1
framegap = 3
ignorehitpause = 1
persistent = 0

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

[State 700, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 3, >= 0 && AnimElem = 11, < 0
x = 5

[State 700, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 11, = 1
x = 0

[State 700, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 4, >= 0 && AnimElem = 12, < 0
x = 6

[State 700, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 12, = 1
x = 0

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

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

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

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

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

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

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

[State -2, Explod]
type = Explod
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
anim = 8000
sprpriority = 4
removetime = -2
pos = 16,-112
postype = P1
pausemovetime = 99999

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

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

[State 750, PlaySnd]
type = PlaySnd
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 2
value = S2,4+Random%2

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

[State 750, HitBy]
type = HitBy
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 1, >= 0 && AnimElem = 10, < 0
trigger2 = AnimElem = 11, >= 0 && AnimElem = 16, < 0
value = SCA,AT
time = 1

[State 750, AfterImage]
type = AfterImage
trigger1 = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 3, = 1
time = 8
length = 7
palinvertall = 0
palcontrast = 256, 256, 256
palbright = 0, 0, 0
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
FrameGap = 3
ignorehitpause = 1
persistent = 0

[State 750, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 3, >= 0 && AnimElem = 11, < 0
x = -6.2

[State 750, VelSet]
type = VelSet
triggerall = !(PrevStateNo = 150 || PrevStateNo = 152)
trigger1 = AnimElem = 11, = 1
x = 0

[State 750, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 4, >= 0 && AnimElem = 11, < 0
x = -9

[State 750, VelSet]
type = VelSet
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = AnimElem = 11, = 1
x = 0

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

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

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

[State 800, HitDef]
type = HitDef
Triggerall = (abs(P2BodyDist X) <= 24)
trigger1 = Time = 0
trigger1 = P2Movetype != H
attr = S, NT         
hitflag = M-         
priority = 1,Miss    
sparkno = -1
sprpriority = 1  
p2facing = 1          
p1stateno = 810      
p2stateno = 820 
guard.dist = 0
fall = 1              
fall.recover = 0
numhits = 0

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

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

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,5

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S7,6

[State 810, Width]
type = Width
trigger1 = 1
edge = 60,40

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 16
value = -Ceil(18*(100-Random%11)*Const(data.attack)*0.01*10/103)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0
pos = 50,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
pos = 45,-20

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 6, < 0
pos = 40,-25

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
pos = 35,-30

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
pos = 30,-34

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8, >= 0 && AnimElem = 9, < 0
pos = 25,-36

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9, >= 0 && AnimElem = 10, < 0
pos = 20,-38

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
pos = 19,-40

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 13, < 0
pos = 22,-40

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
pos = 21,-42

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14, >= 0 && AnimElem = 15, < 0
pos = -20,-48

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15, >= 0 && AnimElem = 16, < 0
pos = -20,-78

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16, >= 0 && AnimElem = 17, < 0
pos = 30,-8

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 16
value = 821

[State 810, E.Shake]
type = EnvShake
trigger1 = AnimElem = 16
Time = 10
ampl = 3
freq = 90

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 3
postype = P1
pos = 50,-85
sprpriority = 2
anim = 7006
persistent = 1

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 16
postype = P1
pos = 20,0
sprpriority = -1
anim = 7301
persistent = 1

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

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

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

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

[State 820, Turn]
type = Turn
trigger1 = AnimElem = 6

[State 820, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 820, SelfState]
type = SelfState
trigger1 = !GetHitVar(IsBound)
trigger2 = time > 600
value = 5050

;---------------------------------------------------------------------------
[Statedef 821]
type    = A
movetype= H
physics = N
velset = -20,-7
sprpriority = 4

[State 821, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 821

[State 821, VelAdd]
type = VelAdd
Trigger1 = 1
y = .4

[State 821, End] 
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = time > 600
trigger3 = pos y > 100
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;レッド　ノア
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 850, HitDef]
type = HitDef
Triggerall = (abs(P2BodyDist X) <= 24)
trigger1 = Time = 0
trigger1 = P2Movetype != H
attr = S, NT         
hitflag = M-         
priority = 1,Miss    
sparkno = -1
sprpriority = 1  
p2facing = 1          
p1stateno = 860      
p2stateno = 870 
guard.dist = 0
fall = 1              
fall.recover = 0
numhits = 0

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

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 0
sprpriority = 4

[State 860, Width]
type = Width
trigger1 = 1
edge = 60,20

[State 860, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 16
value = -Ceil(18*(100-Random%11)*Const(data.attack)*0.01*10/103)

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 6, < 0
pos = 50,0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
pos = 45,-10

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
pos = 45,-20

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8, >= 0 && AnimElem = 9, < 0
pos = 45,-30

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9, >= 0 && AnimElem = 10, < 0
pos = 85,-40

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
pos = 45,-90

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
pos = 15,-90

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
pos = 5,-90

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
pos = -5,-90

[State 860, TargetState]
type = TargetState
trigger1 = AnimElem = 14
value = 871

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

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

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

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

[State 870, Turn]
type = Turn
trigger1 = AnimElem = 6

[State 870, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 870, SelfState]
type = SelfState
trigger1 = !GetHitVar(IsBound)
trigger2 = time > 600
value = 5050

;---------------------------------------------------------------------------
[Statedef 871]
type    = A
movetype= H
physics = N
velset = -5,-8
sprpriority = 4

[State 871, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 861

[State 871, Turn]
type = Turn
trigger1 = Time = 0

[State 871, VelAdd]
type = VelAdd
Trigger1 = 1
y = .4
x = -.01

[State 871, End] 
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = time > 600
trigger3 = pos y > 100
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ディバインアロー：エア
[Statedef 1000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1000
sprpriority = 2
poweradd = 208

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

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,2

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1000) = 0
trigger1 = AnimElem = 4, = 2
helpertype = Normal
name = "Air"
ID = 1000
pos = 58,-94
postype = P1
facing = 1
stateno = 1001
ownpal = 1
ignorehitpause = 1

[State 1000, Projectile]
type = Projectile
trigger1 = Animelem = 4, = 2
attr = S,SP
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
ground.type = High
projID = 1000
projanim = 1001
projhitanim = 1002
projremove = 1
velocity = 7
projpriority = 7
projedgebound = 50
projstagebound = 50
offset = 58,-94
postype = P1
damage = Ceil((17+var(5))*(100-Random%11)*10/103),Ceil(1*(100-Random%11)*10/103)
pausetime = 0,11
guard.pausetime = 0,9
sparkno = S7003
guard.sparkno = S7102
sparkxy = 15,0
hitsound = S5,4
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
air.velocity = -4,-7.5
air.fall = 1
fall.recovertime = 28+11+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .55
getpower = 0,0
givepower = 20,20

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ディバインアロー：グランド
[Statedef 1100]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1100
juggle = 15
sprpriority = 2
poweradd = 208

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 14, >= 0
value = 0

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

[State -2. VarAdd]
type = VarAdd
triggerall = NumHelper(9000) = 1
trigger1 = ProjHitTime(1100) = 1
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 4, < 0
value = SCA

[State 1100, Width]
type = Width
trigger1 = 1
edge = 40,0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4,2

[State 1100, Helper]
type = Helper
triggerall = NumHelper(9000) = 0
trigger1 = AnimElem = 5, = 2
helpertype = Normal
name = "Grand"
ID = 9000
pos = 0,0
postype = P1
facing = 1
stateno = 9000
ownpal = 1
ignorehitpause = 1

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 5, = 2
anim = 1101
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;チェーンブレイド　トランスアキシャル　スライス　Ａ
[Statedef 1200]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1200
juggle = 15
sprpriority = 2
poweradd = 208

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 13, < 0
value = 200

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 13, >= 0
value = 0

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

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1200)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1201)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1202)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1203)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1204)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1205)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 1200, VarSet]
type = VarSet
trigger1 = Floor((12+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((12+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 1200, VarSet]
type = VarSet
trigger1 = Floor((12+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 1200, Width]
type = Width
trigger1 = 1
edge = 25,0

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

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3, = 2
value = S4,3
channel = 4

[State 1200, StopSnd]
type = StopSnd
trigger1 = MoveHit
channel = 4

[State 1200, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = 10,-45+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 15+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -11
guard.velocity = -19
air.velocity = -6,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
ID = 1200
getpower = 232,232
givepower = 20,20

[State 1200, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -10,-60+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 15+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -11
guard.velocity = -19
air.velocity = -6,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
ID = 1201
getpower = 232,232
givepower = 20,20

[State 1200, HitDef3]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -20,-70+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 15+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -11
guard.velocity = -19
air.velocity = -6,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
ID = 1202
getpower = 232,232
givepower = 20,20

[State 1200, HitDef4]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 9
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -30,-80+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 15+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -11
guard.velocity = -19
air.velocity = -6,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
ID = 1203
getpower = 232,232
givepower = 20,20

[State 1200, HitDef5]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 10
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -20,-70+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 15+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -11
guard.velocity = -19
air.velocity = -6,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
ID = 1204
getpower = 232,232
givepower = 20,20

[State 1200, HitDef6]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 11
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 4,4
guardpausetime = 4,2
sparkno = S7002
guard.sparkno = S7102
sparkxy = -15,-65+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 15+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
;fall.recover = 0
ground.velocity = -11
guard.velocity = -19
air.velocity = -6,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
ID = 1205
getpower = 232,232
givepower = 20,20

[State 1200, HitDef7]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 12
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 4,4
guardpausetime = 4,2
sparkno = S7002
guard.sparkno = S7102
sparkxy = -25,-75+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 15+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -11
guard.velocity = -19
air.velocity = -6,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
ID = 1206
getpower = 232,232
givepower = 20,20

[State 1200, EnvColor]
type = EnvColor
triggerall = AnimElem = 11 || AnimElem = 12
trigger1 = MoveHit = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;チェーンブレイド　トランスアキシャル　スライス　Ｃ
[Statedef 1250]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1250
juggle = 15
sprpriority = 2
poweradd = 208

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 13, < 0
value = 200

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 13, >= 0
value = 0

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

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1250)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1251)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1252)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1253)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1254)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1255)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 1250, VarSet]
type = VarSet
trigger1 = Floor((12+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((12+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 1250, VarSet]
type = VarSet
trigger1 = Floor((12+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 1250, Width]
type = Width
trigger1 = 1
edge = 30,0

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

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3, = 2
value = S4,3
channel = 4

[State 1250, StopSnd]
type = StopSnd
trigger1 = MoveHit
channel = 4

[State 1250, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 4,4
guardpausetime = 4,2
sparkno = S7002
guard.sparkno = S7102
sparkxy = 10,-25+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0
guard.velocity = -15
air.velocity = 0,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1250
getpower = 232,232
givepower = 20,20

[State 1250, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -20,-65+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
;fall.recover = 0
ground.velocity = -4
guard.velocity = -15
air.velocity = 0,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1251
getpower = 232,232
givepower = 20,20

[State 1250, HitDef3]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -25,-85+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0
guard.velocity = -15
air.velocity = 0,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1252
getpower = 232,232
givepower = 20,20

[State 1250, HitDef4]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -15,-60+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0
guard.velocity = -15
air.velocity = 0,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1253
getpower = 232,232
givepower = 20,20

[State 1250, HitDef5]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 9
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -20,-75+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0
guard.velocity = -15
air.velocity = 0,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1254
getpower = 232,232
givepower = 20,20

[State 1250, HitDef6]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 10
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -5,-55+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0
guard.velocity = -15
air.velocity = 0,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1255
getpower = 232,232
givepower = 20,20

[State 1250, HitDef7]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 11
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 4,4
guardpausetime = 4,2
sparkno = S7003
guard.sparkno = S7102
sparkxy = -20,-65+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0,-12
guard.velocity = -15
air.velocity = 0,-12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1256
getpower = 232,232
givepower = 20,20

[State 1250, HitDef8]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 12
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 4,4
guardpausetime = 4,2
sparkno = S7002
guard.sparkno = S7102
sparkxy = 20,-45+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall= 1
fall.recovertime = 38+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0,-12
guard.velocity = -15
air.velocity = 0,-12.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1257
getpower = 232,232
givepower = 20,20

[State 1250, TargetState]
type = TargetState
trigger1 = NumTarget(1257)
trigger1 = Target,MoveType = H
trigger1 = MoveHit
value = 1255
ID = 1257
ignorehitpause = 1
persistent = 0

[State 1250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = 11

[State 1250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 8

[State 1250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
x = 9

[State 1250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = 10

[State 1250, EnvColor]
type = EnvColor
triggerall = AnimElem = 12
trigger1 = MoveHit = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

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

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

;------------------------------------------------------------------------
;P2StateDef
[Statedef 1255]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1255

[State -2, ChangeState]
type = ChangeState
trigger1 = HitShakeOver
trigger2 = time > 600
value = 1256

;-----------------------------------------------------------------------------
[Statedef 1256]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
value = 5050

[State -2, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1256+(GetHitVar(animtype)=[4,5])
ignorehitpause = 1

[State 1256, VelSet]
type = VelSet
trigger1 = Time = 0
x = GetHitVar(xvel)*Facing
y = GetHitVar(yvel)

[State 1256, VelAdd]
type = VelAdd
Trigger1 = time > 0
y = GetHitVar(yaccel)

[State 1256, SelfState]
type = SelfState
triggerall = Anim = 1257
trigger1 = Pos Y >= -20
trigger1 = Vel Y > 0
trigger2 = time > 600
trigger3 = pos y > 100
value = 5050

[State 1256, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1257
trigger1 = Pos Y >= -20
trigger1 = Vel Y > 0
trigger1 = !(SelfAnimExist(5051) || SelfAnimExist(5052))
value = 5050
persistent = 0

[State 1256, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1257
triggerall = Pos Y >= 0
triggerall = Vel Y > 0
triggerall = SelfAnimExist(5052)
trigger1 = GetHitVar(animtype) = 5
value = 5052
persistent = 0

[State 1256, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1257
triggerall = Pos Y >= 0
triggerall = Vel Y > 0
triggerall = SelfAnimExist(5051)
trigger1 = GetHitVar(animtype) = 4
trigger2 = GetHitVar(animtype) = 5
trigger2 = !SelfAnimExist(5052)
value = 5051
persistent = 0

[State 1256, ChangeAnim]
type = ChangeAnim
triggerall = Anim = [5050,5059]
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = SelfAnimExist(anim+10)
value = Anim+10
persistent = 0

[State 1256, SelfState]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger2 = time > 600
trigger3 = pos y > 100
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;チェーンブレイド　サジタルエッジ　スライス　Ａ
[Statedef 1300]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1300
juggle = 15
sprpriority = 2
poweradd = 208

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 17, < 0
value = 180

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 17, >= 0
value = 0

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

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1300)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1301)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1302)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1303)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 1300, VarSet]
type = VarSet
trigger1 = Floor((12+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((12+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 1300, VarSet]
type = VarSet
trigger1 = Floor((12+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 1300, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 6, < 0
value = SCA

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
stateType = A
physics = N

[State 1300, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,2

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3, = 2
value = S4,3
channel = 4

[State 1300, StopSnd]
type = StopSnd
trigger1 = MoveHit
channel = 4

[State 1300, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = 10,-35+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0,0
air.velocity = -1,-10
guard.velocity = -15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1300
getpower = 232,232
givepower = 20,20

[State 1300, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 4,4
guardpausetime = 4,2
sparkno = S7002
guard.sparkno = S7102
sparkxy = -30,-65+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -6,-8
air.velocity = -5,-7
guard.velocity = -15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1301
getpower = 232,232
givepower = 20,20

[State 1300, HitDef3]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 10
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = -15,-45+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -6,-8
air.velocity = -5,-7
guard.velocity = -15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1302
getpower = 232,232
givepower = 20,20

[State 1300, HitDef4]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 13
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil((12+var(5))*(100-Random%11)*10/103),Ceil((12+var(5))*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = 2,-15+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0,-16
air.velocity = 0,-13
guard.velocity = -15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1303
getpower = 232,232
givepower = 20,20

[State 1300, HitDef5]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 14
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = -20,-55+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0,-16
air.velocity = 0,-13
guard.velocity = -15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1304
getpower = 232,232
givepower = 20,20

[State 1300, TargetState]
type = TargetState
trigger1 = NumTarget(1304)
trigger1 = Target,MoveType = H
trigger1 = MoveHit
value = 1255
ID = 1304
ignorehitpause = 1
persistent = 0

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 5.6
y = -5.2

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElem = 16, = 3
x = 0

[State 1300, VelAdd]
type = VelAdd
trigger1 = AnimElem = 12, > 0
y = .46

[State 1300, VelMul]
type = VelMul
trigger1 = AnimElem = 12, > 0
x = .85
persistent = 1

[State 1300, EnvColor]
type = EnvColor
triggerall = AnimElem = 14
trigger1 = MoveHit = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

[State 1300, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1301

;---------------------------------------------------------------------------
[Statedef 1301]
type = S
physics = S
movetype = I
ctrl = 0
anim = 1301
velset = 0,0
sprpriority = 2

[State 1301, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S7,2

[State 1301, Width]
type = Width
trigger1 = 1
edge = 20,0

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

[State 1301, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;チェーンブレイド　サジタルエッジ　スライス　Ｃ
[Statedef 1350]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1350
juggle = 15
sprpriority = 2
poweradd = 208

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 16, < 0
value = 180

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 16, >= 0
value = 0

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

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1350)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1351)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1352)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1353)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1354)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1355)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1356)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 1350, VarSet]
type = VarSet
trigger1 = Floor((8+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((8+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 1350, VarSet]
type = VarSet
trigger1 = Floor((8+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 1350, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 6, < 0
trigger2 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
value = SCA

[State 1350, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
stateType = A
physics = N

[State 1350, Width]
type = Width
trigger1 = 1
edge = 35,0

[State 1350, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,2

[State 1350, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3, = 2
value = S4,3
channel = 4

[State 1350, StopSnd]
type = StopSnd
trigger1 = MoveHit
channel = 4

[State 1350, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7003
guard.sparkno = S7102
sparkxy = 0,-60+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,0
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1350
getpower = 232,232
givepower = 20,20

[State 1350, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = -25,-55+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 38+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,0
air.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1351
getpower = 232,232
givepower = 20,20

[State 1350, HitDef3]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = -20,-45+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -6,-10
air.velocity = -5,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1352
getpower = 232,232
givepower = 20,20

[State 1350, HitDef4]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 9
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -25,-70+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -6,-10
air.velocity = -5,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1353
getpower = 232,232
givepower = 20,20

[State 1350, HitDef5]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 10
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = 0,-25+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -6,-10
air.velocity = -5,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1354
getpower = 232,232
givepower = 20,20

[State 1350, HitDef6]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 11
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 4,4
guardpausetime = 4,2
sparkno = S7002
guard.sparkno = S7102
sparkxy = 20,-15+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+4+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -6,-10
air.velocity = -5,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1355
getpower = 232,232
givepower = 20,20

[State 1350, HitDef7]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 13
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil((8+var(5))*(100-Random%11)*10/103),Ceil((8+var(5))*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = 0,-5+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -6,-10
air.velocity = -5,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1356
getpower = 232,232
givepower = 20,20

[State 1350, HitDef8]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 15
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Up
ground.type = Low
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7004
guard.sparkno = S7102
sparkxy = -5,-35+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 38+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0,-14
air.velocity = 0,-12.4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .6
p2facing = 1
ID = 1357
getpower = 232,232
givepower = 20,20

[State 1350, TargetState]
type = TargetState
trigger1 = NumTarget(1357)
trigger1 = Target,MoveType = H
trigger1 = MoveHit
value = 1255
ID = 1357
ignorehitpause = 1
persistent = 0

[State 1350, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 6.9
y = -7.3

[State 1350, VelSet]
type = VelSet
trigger1 = AnimElem = 17
x = 0

[State 1350, VelAdd]
type = VelAdd
trigger1 = AnimElem = 12, > 0
y = .46

[State 1350, VelMul]
type = VelMul
trigger1 = AnimElem = 12, > 0
x = .85
persistent = 1

[State 1350, EnvColor]
type = EnvColor
triggerall = AnimElem = 13 || AnimElem = 15
trigger1 = MoveHit = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

[State 1350, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1351

;---------------------------------------------------------------------------
[Statedef 1351]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1351
velset = 0,0
sprpriority = 2

[State 1351, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1351, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S7,2

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 8, < 0
value = 180

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

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

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1358)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1359)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1360)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1361)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1362)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = NumTarget(1363)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 1351, VarSet]
type = VarSet
trigger1 = Floor((4+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((4+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 1351, VarSet]
type = VarSet
trigger1 = Floor((4+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 1351, Width]
type = Width
trigger1 = 1
edge = 45,0

[State 1351, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 1
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Back
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 2,2
guardpausetime = 2,0
sparkno = S7002
guard.sparkno = S7102
sparkxy = 0,-35+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
air.fall = 1
fall.recovertime = 28+2+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = 0,0
air.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1358
getpower = 232,232
givepower = 20,20

[State 1351, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Back
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -5,-40+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 28+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,-9
air.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1359
getpower = 232,232
givepower = 20,20

[State 1351, HitDef3]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Back
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = 5,-30+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 28+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,-9
air.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1360
getpower = 232,232
givepower = 20,20

[State 1351, HitDef4]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Back
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = 0,-35+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 28+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,-9
air.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1361
getpower = 232,232
givepower = 20,20

[State 1351, HitDef5]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Back
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = -5,-40+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 28+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,-9
air.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1362
getpower = 232,232
givepower = 20,20

[State 1351, HitDef6]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Back
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = 0,-35+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 28+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,-9
air.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1363
getpower = 232,232
givepower = 20,20

[State 1351, HitDef7]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Back
ground.type = High
priority = 7,Hit
damage = Ceil(fvar(2)*(100-Random%11)*10/103),Ceil(fvar(2)*(100-Random%11)*2/103)
pausetime = 3,3
guardpausetime = 3,1
sparkno = S7002
guard.sparkno = S7102
sparkxy = 5,-40+Ceil(P2BodyDist Y)
hitsound = S5,8
guardsound = S6,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
fall = 1
fall.recovertime = 28+3+Ceil((-EnemyNear(var(58)),Pos Y)/10)
ground.velocity = -4,-9
air.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
p2facing = 1
ID = 1364
getpower = 232,232
givepower = 20,20

[State 1351, EnvColor]
type = EnvColor
triggerall = AnimElem = 4 || AnimElem = 5 || AnimElem = 6
trigger1 = MoveHit = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

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

[State 1351, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ネガ・ジェネシス
[Statedef 1400]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1400
sprpriority = 2
poweradd = 208

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

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 25, >= 0
value = 0

[State -2. VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(11)
var(6) = 0

[State -2. VarAdd]
type = VarAdd
triggerall = !var(11)
trigger1 = NumTarget(1400)
trigger1 = MoveContact
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 1400, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 10, >= 0 && AnimElem = 12, < 0
value = SCA

[State 1400, Width]
type = Width
trigger1 = 1
edge = 25,0

[State 1400, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 12, = 1
attr = S,SA
damage = Ceil((Ceil(19+var(5)*0.5**(var(6)))-1)*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7004
guard.sparkno = S7102
sparkxy = 0,-75
hitsound = S5,4
guardsound = S6,0
pausetime = 11,11
guard.pausetime = 11,9
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -10.35
guard.velocity = -13.75
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
yaccel = .55
getpower = 166,166
givepower = 20,20
fall = 1
fall.recover = 0
ID = 1400

[State 1400, HitDef2]
type = HitDef
trigger1 = !var(9)
trigger1 = P2StateNo != [1407,1408]
trigger1 = AnimElem = 21
attr = S,SA
damage = Ceil((Ceil(19+var(5)*0.5**(var(6)))-1)*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Back
ground.type = Low
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7004
guard.sparkno = S7102
sparkxy = 0,-75
hitsound = S5,4
guardsound = S6,0
pausetime = 3,3
guard.pausetime = 3,1
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 60
ground.velocity = -0.4,15
guard.velocity = -13.75
air.velocity = -2.4,15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
yaccel = .55
getpower = 166,166
givepower = 20,20
fall = 1
fall.recover = 0
ID = 1401

[State 1400, TargetState]
type = TargetState
triggerall = NumTarget(1400)
trigger1 = MoveHit
trigger1 = !(Target,StateNo = [1405,1407))
value = 1405
ID = 1400
ignorehitpause = 1
persistent = 0

[State 1400, TargetState]
type = TargetState
triggerall = NumTarget(1400)
trigger1 = MoveGuarded
trigger1 = !(Target,StateNo = [1407,1409))
value = 1407
ID = 1400
ignorehitpause = 1

[State 1400, Helper]
type = Helper
trigger1 = AnimElem = 13
name = "Hansha"
postype = P1
pos = 0,0
stateno = 9100
helpertype = Normal
keyctrl = 0
ownpal = 1

[State 1400, EnvColor]
type = EnvColor
triggerall = AnimElem = 12
trigger1 = MoveContact = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
triggerall = Power >= 3000
trigger1 = (var(59) || fvar(1))
trigger1 = EnemyNear(var(58)),Life < Ceil((((60+var(5))*(100-Random%11)*10/103)/((EnemyNear(var(58)),Const(data.defence))/Const(data.attack))))
value = 3000
ignorehitpause = 0

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = (var(59) || fvar(1))
value = 1250
ignorehitpause = 0

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
triggerall = Power >= 3000
trigger1 = !var(59)
trigger1 = Command = "ブルータル　ゴッド　プロジェクト"
value = 3000
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
triggerall = Power >= 2000
trigger1 = !var(59)
trigger1 = Command = "ケイオス　タイド"
value = 2100
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
triggerall = Power >= 2000
trigger1 = !var(59)
trigger1 = Command = "イーディアンブレイド"
value = 2000
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "ヴォイド　ジェノサイド"
value = 1500
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "ネガ・ジェネシス"
value = 1400
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "チェーンブレイド　サジタルエッジ　スライス　Ｃ"
value = 1350
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "チェーンブレイド　サジタルエッジ　スライス　Ａ"
value = 1300
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "チェーンブレイド　トランスアキシャル　スライス　Ｃ"
trigger2 = var(59)
value = 1250
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "チェーンブレイド　トランスアキシャル　スライス　Ａ"
value = 1200
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "ディバインアロー：グランド"
value = 1100
ignorehitpause = 1

[State -2, ChangeState]
type = ChangeState
triggerall = NumTarget(1400)
triggerall = AnimElem = 12, >= 0 && AnimElem = 16, < 0
triggerall = MoveGuarded = [1,5]
trigger1 = !var(59)
trigger1 = Command = "ディバインアロー：エア"
value = 1000
ignorehitpause = 1

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

[State 1400, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 1405]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

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

[State 1405, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1405

[State 1405, VelSet]
type = VelSet
trigger1 = Time = 10
x = -15
y = -4
persistent = 0

[State 1405, VelAdd]
type = VelAdd
trigger1 = Time > 10
y = .2

[State 1405, ChangeState]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = time > 600
value = 1406

;----------------------------------------------------------------------------
[Statedef 1406]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

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

[State 1406, Turn]
type = Turn
trigger1 = Time = 0

[State 1406, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1406

[State 1406, VelSet]
type = VelSet
trigger1 = Time = 2
x = -2.5
y = -10.5

[State 1406, VelAdd]
type = VelAdd
trigger1 = Time > 2
y = .55

[State 1406, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = time > 600
trigger3 = pos y > 100
value = 5100

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 1407]
type    = S
movetype= H
physics = N
velset = 0,0

[State -2, Turn]
type = Turn
trigger1 = Time = 0 && P2dist X < 0

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

[State 1407, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1407

[State 1407, VelSet]
type = VelSet
trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, < 0
x = -5.8

[State 1407, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger2 = time > 600
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 1408]
type    = S
movetype= H
physics = N
velset = 0,0

[State -2, Turn]
type = Turn
trigger1 = Time = 0 && P2dist X < 0

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

[State 1408, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1408

[State 1408, VelSet]
type = VelSet
trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, < 0
x = -5.8

[State 1408, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger2 = time > 600
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ヴォイド　ジェノサイド
[Statedef 1500]
type = S
physics = S
movetype = I
ctrl = 0
anim = 1500
sprpriority = 2
poweradd = 208

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

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

[State 1500, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
value = ,NA

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,4

[State 1500, Helper]
type = Helper
trigger1 = AnimElem = 4
name = "Void"
postype = P1
pos = 0,0
attar = S,SP
sprpriority = 2
stateno = 9200
helpertype = Normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

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

[State 1500, ChangeState]
type = ChangeState
triggerall = P2MoveType = H
trigger1 = P2StateNo = 1505
value = 1501

[State 1500, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
P1StateDef
[Statedef 1501]
type = S
physics = S
movetype = I
ctrl = 0
anim = 1503
velset = 0,0
sprpriority = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 2, = 1
value = 416

[State 1501, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1501, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 14
value = S4,4
volume = -50

[State 1501, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2, = 1
value = S1,4

[State 1501, Explod]
type = Explod
trigger1 = Time = 0
anim = 1504
ID = 1504
pos = 0,0
postype = P1
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = addalpha
alpha = 230,70

[State 1501, Explod]
type = Explod
trigger1 = AnimElem = 2, = 2
anim = 7004
ID = 7004
pos = 0,-40
postype = P2
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 1501, EnvColor]
type = EnvColor
trigger1 = AnimElem = 2, = 3
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

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

[State 1501, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 1505]
type    = S
movetype= H
physics = N
velset = 0,0

[State -2, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4, = 13
value = -Ceil(23*(100-Random%11)*10/103)
ignorehitpause = 1
persistent = 0

[State 1505, PosAdd]
type = PosAdd
trigger1 = P2BodyDist X > 20
x = Floor(P2BodyDist X)-20

[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1505

[State 1505, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time > 600
value = 1405

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;イーディアンブレイド
[Statedef 2000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2000
sprpriority = 2

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

[State -2, VelSet]
type = VelSet
trigger1 = Time = 6
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 20, >= 0
value = 0

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
trigger1 = PrevStateNo = [1200,1400]
value = -1000

[State -2, PalFX]
type = PalFX
triggerall = PrevStateNo = [1200,1400]
trigger1 = Time = 2
trigger2 = Time = 4
trigger3 = Time = 6
trigger4 = Time = 8
trigger5 = Time = 10
trigger6 = Time = 12
trigger7 = Time = 14
time = 1
add = 255,255,255
ignorehitpause = 1

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

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

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

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 25, < 0
value = SCA

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 6
value = S8,0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 7
value = S1,5

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 20
value = S4,6

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

[State 2000, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [6,33]
flag = NoFG

[State 2000, SuperPause]
type = SuperPause
trigger1 = Time = 6
time = 28
movetime = 28
anim = -1
darken = 0
p2defmul = 1

[State 2000, EnvColor]
type = EnvColor
trigger1 = Time = 6
value = 255,255,255
under = 1
time = 4

[State 2000, EnvColor]
type = EnvColor
trigger1 = Time = 10
value = 0,0,0
under = 1
time = 24

[State 2000, HitDef1]
type = HitDef
trigger1 = !var(9)
trigger1 = AnimElem = 19
attr = S,HA
damage = Ceil((17+var(5))*(100-Random%11)*10/103),Ceil((3+var(5))*(100-Random%11)*10/103)
animtype = Hard
air.animtype = Up
ground.type = High
guardflag = M
hitflag = MAF
priority = 7,Hit
sparkno = S7003
guard.sparkno = S7102
sparkxy = -5,-80+Ceil(P2BodyDist Y)
hitsound = -1
guardsound = S6,1
pausetime = 0,0
guard.pausetime = 0,0
ground.hittime = 17
guard.slidetime = 17
guard.ctrltime = 15
air.hittime = 60
ground.velocity = -4,-7.5
air.velocity = -4,-7.5
guard.velocity = -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recovertime = 22+0+Ceil((-EnemyNear(var(58)),Pos Y)/10)
yaccel = .55
getpower = 0,0
givepower = 20,20
ID = 2000

[State 2000, Helper]
type = Helper
triggerall = NumHelper(9300) = 0
trigger1 = AnimElem = 19, = 2
helpertype = Normal
name = "Blade"
ID = 9300
pos = 0,0
postype = P1
facing = 1
stateno = 9300
ownpal = 1
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 9
anim = 2001
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

[State 2000, Explod]
type = Explod
trigger1 = Time = 8
anim = 8001
postype = P1
pos = -5,-110
sprpriority = -1
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 2000, Explod]
type = Explod
trigger1 = Time = 18
anim = 8000
postype = P1
pos = -5,-110
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

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

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

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 2005]
type = A
movetype = H
physics = N

[State 2005, VelSet]
type = VelSet
trigger1 = Time = 0
x = -10.8
y = -8.4

[State 2005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2005, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 2005, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5052
value = 5030

[State 2005, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5052
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5062) = 1
value = 5050

[State 2005, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = Anim != 5062
value = 5050

[State 2005, Pause]
type = Pause
triggerall = RoundState = 2
triggerall = Time = [0,11] 
trigger1 = (GameTime%2) = 0
time = 2

[State 2005, VelAdd]
type = VelAdd
trigger1 = Time > 4
y = .66

[State 2005, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
Time = 12
ampl = 3
freq = 90

[State 2005, SelfState]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = Time > 30
trigger2 = time > 600
trigger3 = pos y > 100
value = 5100

[State 2005, SelfState]
type = SelfState
trigger1 = time > 600
trigger2 = pos y > 100
value = 5050

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ケイオス　タイド
[Statedef 2100]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2100
sprpriority = 2

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

[State -2, VelSet]
type = VelSet
trigger1 = Time = 6
x = 0

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

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
trigger1 = PrevStateNo = [1200,1400]
value = -1000

[State -2, PalFX]
type = PalFX
triggerall = PrevStateNo = [1200,1400]
trigger1 = Time = 1
trigger2 = Time = 3
trigger3 = Time = 5
trigger4 = Time = 7
trigger5 = Time = 9
trigger6 = Time = 11
trigger7 = Time = 13
trigger8 = Time = 15
time = 1
add = 255,255,255
ignorehitpause = 1

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

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

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 14, < 0
value = SCA

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S8,0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S1,6

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 3
value = S4,7

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S4,2

[State 2100, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2100, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [1,28]
flag = NoFG

[State 2100, SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 28
movetime = 28
anim = -1
darken = 0
p2defmul = 1

[State 2100, EnvColor]
type = EnvColor
trigger1 = Time = 1
value = 255,255,255
under = 1
time = 4

[State 2100, EnvColor]
type = EnvColor
trigger1 = Time = 5
value = 0,0,0
under = 1
time = 24

[State 2100, EnvColor]
type = EnvColor
trigger1 = ProjHitTime(2101) = 3
trigger2 = ProjHitTime(2102) = 4
trigger3 = ProjHitTime(2103) = 4
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 2100, Helper]
type = Helper
triggerall = NumHelper(9400) = 0
trigger1 = AnimElem = 15, = 2
helpertype = Normal
name = "Blade"
ID = 9400
pos = 0,0
postype = P1
facing = 1
stateno = 9400
ownpal = 1
ignorehitpause = 1

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 2101
ID = 2101
pos = 0,0
postype = P1
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 15, = 2
anim = 2102
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

[State 2100, Explod]
type = Explod
trigger1 = Time = 3
anim = 8001
postype = P1
pos = 0,0
sprpriority = -1
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 2100, Explod]
type = Explod
trigger1 = Time = 13
anim = 8000
postype = P1
pos = 15,-90
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

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

[State 2100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ブルータル　ゴッド　プロジェクト
[Statedef 3000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3000
sprpriority = 2

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

[State -2, VelSet]
type = VelSet
trigger1 = Time = 1
x = 0

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

[State -2, AttackDist]
type = AttackDist
trigger1 = AnimElem = 21, >= 0
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -2000

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
trigger1 = PrevStateNo = [1200,1400]
value = -1000

[State -2, PalFX]
type = PalFX
triggerall = PrevStateNo = [1200,1400]
trigger1 = Time = 1
trigger2 = Time = 3
trigger3 = Time = 5
trigger4 = Time = 7
trigger5 = Time = 9
trigger6 = Time = 11
time = 1
add = 255,255,255
ignorehitpause = 1

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

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

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 10, < 0
value = SCA

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S8,2

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,7

[State 3000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [1,28]
flag = NoFG

[State 3000, SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 28
movetime = 28
anim = -1
darken = 0
p2defmul = 1

[State 3000, EnvColor]
type = EnvColor
trigger1 = Time = 1
value = 0,0,0
under = 1
time = 1

[State 3000, EnvColor]
type = EnvColor
trigger1 = Time = 2
value = 255,255,255
under = 1
time = 3

[State 3000, EnvColor]
type = EnvColor
trigger1 = Time = 5
value = 0,0,0
under = 1
time = 24

[State 3000, HitDef]
type = HitDef
trigger1 = !var(9)
trigger1 = Time = 0
attr = S,HA
hitflag = MAF
guardflag = M
priority = 7,Miss
damage = 0
pausetime = 0,11
guardpausetime = 11,9
sparkno = S7003
guard.sparkno = S7102
sparkxy = -10,-61
hitsound = S9,6
guardsound = S6,1
air.hittime = 600
ground.type = Low
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
ground.velocity = -4,-7.5
air.velocity = -4,-7.5
guard.velocity = -10.35
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
numhits = 0
ID = 3000
getpower = 0,0
givepower = 20,20

[State 3000, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(3000)
excludeID = 3000
keepone = 0
ignorehitpause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = NumTarget(3000)
trigger1 = MoveHit
value = SCA
time = 1
ignorehitpause = 1

[State 3000, TargetState]
type = TargetState
triggerall = NumTarget(3000)
trigger1 = MoveHit
trigger1 = Target,MoveType = H
trigger1 = Target,StateNo != 3100
value = 3100
ID = 3000
ignorehitpause = 1

[State 3000, ChangeState]
type = ChangeState
triggerall = NumTarget(3000)
trigger1 = MoveHit
trigger1 = P2StateNo = 3100
value = 3001
ignorehitpause = 1

[State 3000, ChangeState]
type = ChangeState
trigger1 = MoveGuarded 
value = 3050
ignorehitpause = 1

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 10, >= 0 && AnimElem = 21, < 0
x = 8

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 21
x = 0

[State 3000, Explod]
type = Explod
trigger1 = Time = 3
anim = 8001
postype = P1
pos = -15,-75
sprpriority = -1
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3000, Explod]
type = Explod
trigger1 = Time = 14
anim = 8000
postype = P1
pos = -15,-75
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 13
time = 15
palmul = 1,1,1
palcontrast = 160,120,200
palbright = 60,20,100
palAdd = 15,10,30
length = 9
framegap = 3
trans = add1
sprpriority = 2

[State 3000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 158,158,158
invertall = 1
ignorehitpause = 1

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

[State 3000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
P1StateDef
[Statedef 3001]
type = S
physics = N
movetype = A
anim = 3001
ctrl = 0
velset = 6
sprpriority = 2

[State 3001, Width]
type = Width
trigger1 = 1
edge = 23,0

[State 3001, TargetBind]
type = TargetBind
trigger1 = Time = 0
time = -1
pos = 80,-70
ID = 3000

[State 3001, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3001, End]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 23
trigger2 = Time > 500
value = 3002

;---------------------------------------------------------------------------
[Statedef 3002]
type = S
physics = N
movetype = A
anim = 3002
ctrl = 0
sprpriority = 2

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S5,4

[State 3002, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3002, Width]
type = Width
trigger1 = Time = 0
edge = 23,0

[State 3002, Width]
type = Width
trigger1 = AnimElem = 2, > 0
edge = 46,0

[State 3002, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 23,0
ID = 3000

[State 3002, TargetState]
type = TargetState
trigger1 = Time = 0
value = 3101
ID = 3000

[State 3002, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3002, EnvShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 12
freq = 60
ampl = -3

[State 3002, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 3002, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, > 0
trigger1 = Vel X < -1
x = .2

[State 3002, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, > 0
y = .50

[State 3002, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 12
palmul = 1,1,1
palcontrast = 160,120,200
palbright = 60,20,100
palAdd = 15,10,30
length = 9
framegap = 3
trans = add1
sprpriority = 2

[State 3002, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3002, TargetState]
type = TargetState
triggerall = Animelem = 3, > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3102
ID = 3000

[State 3002, End]
type = ChangeState
triggerall = Animelem = 3, > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3003

;---------------------------------------------------------------------------
[Statedef 3003]
type = S
physics = N
movetype = A
anim = 3003
ctrl = 0
velset = 0,0
sprpriority = 2

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

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 16
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 17
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 3003, VarSet]
type = VarSet
trigger1 = Floor((2+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((2+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 3003, VarSet]
type = VarSet
trigger1 = Floor((2+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S4,3

[State 3003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 14, = 2 
trigger2 = AnimElem = 15, = 2
trigger3 = AnimElem = 16, = 1 
value = -Ceil(fvar(2)*(100-Random%11)*Const(data.attack)*0.01*10/103)
kill = 0
ID = 3000

[State 3003, HitAdd]
type = HitAdd
trigger1 = AnimElem = 14 
trigger2 = AnimElem = 15
trigger3 = AnimElem = 16
value = 1
ID = 3000

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
trigger3 = AnimElem = 16
value = S5,8
channel = -1
persistent = 1
volume = -125

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
trigger3 = AnimElem = 16
value = S9,6
channel = -1
persistent = 1
volume = -25

[State 3003, Width]
type = Width
trigger1 = 1
edge = 135,0

[State 3003, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18
pos = 117,0
ID = 3000

[State 3003, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = -29

[State 3003, PosAdd]
type = PosAdd
trigger1 = AnimElem = 12
x = 20

[State 3003, PosAdd]
type = PosAdd
trigger1 = AnimElem = 13
x = 14

[State 3003, PosAdd]
type = PosAdd
trigger1 = AnimElem = 14
x = 8

[State 3003, EnvColor]
type = EnvColor
trigger1 = AnimElem = 14, = 3
trigger2 = AnimElem = 15, = 3
trigger3 = AnimElem = 16, = 3
time = 1
value = 255,255,255
under = -1
ignorehitpause = 1

[State 3003, Explod]
type = Explod
trigger1 = AnimElem = 14, = 2 
anim = 7004
postype = P2
pos = 2,-65
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3003, Explod]
type = Explod
trigger1 = AnimElem = 15, = 2 
anim = 7004
postype = P2
pos = 2,-65
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3003, Explod]
type = Explod
trigger1 = AnimElem = 16, = 1
anim = 7004
postype = P2
pos = 2,-65
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3003, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3003, TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 3103
ID = 3000

[State 3003, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3004

;---------------------------------------------------------------------------
[Statedef 3004]
type = S
physics = N
movetype = A
anim = 3004
ctrl = 0
velset = 0,0
sprpriority = 2

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

[State 3004, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 1, = 2
trigger2 = AnimElem = 5, = 2
trigger3 = AnimElem = 9, = 2
trigger4 = AnimElem = 13, = 2
trigger5 = AnimElem = 17, = 2
trigger6 = AnimElem = 21, = 2
trigger7 = AnimElem = 25, = 2
trigger8 = AnimElem = 29, = 2
trigger9 = AnimElem = 33, = 2
trigger10 = AnimElem = 36, = 2
value = -Ceil(2*(100-Random%11)*Const(data.attack)*0.01*10/103)
kill = 0
ID = 3000

[State 3004, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 36
value = 1
ID = 3000

[State 3004, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 36
value = S4,8
channel = -1
persistent = 1
volume = -55

[State 3004, Width]
type = Width
trigger1 = 1
edge = 135,0

[State 3004, Explod]
type = Explod
trigger1 = AnimElem = 1, = 2 
anim = 7004
postype = P2
pos = 13,-43
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3004, Explod]
type = Explod
trigger1 = AnimElem = 5, = 2 
trigger2 = AnimElem = 13, = 2
trigger3 = AnimElem = 25, = 2
trigger4 = AnimElem = 36, = 2
anim = 7004
postype = P2
pos = 5,-23
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3004, Explod]
type = Explod
trigger1 = AnimElem = 9, = 2 
trigger2 = AnimElem = 17, = 2
trigger3 = AnimElem = 21, = 2
trigger4 = AnimElem = 29, = 2
trigger5 = AnimElem = 33, = 2
anim = 7004
postype = P2
pos = 5,-82
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3004, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3004, TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 3104
ID = 3000

[State 3004, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3005

;---------------------------------------------------------------------------
[Statedef 3005]
type = S
physics = N
movetype = A
anim = 3005
ctrl = 0
velset = 0,0
sprpriority = 2

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

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 29, = 5
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 30, = 4
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 30, = 9
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 3005, VarSet]
type = VarSet
trigger1 = Floor((16+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((16+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 3005, VarSet]
type = VarSet
trigger1 = Floor((16+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,8

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,7

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 28, = 4
value = S4,2

[State 3005, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 28, = 5
trigger2 = AnimElem = 29, = 6
trigger3 = AnimElem = 30, = 5
trigger4 = AnimElem = 31, = 1
value = -Ceil(fvar(2)*(100-Random%11)*Const(data.attack)*0.01*10/103)
kill = 0
ID = 3000

[State 3005, HitAdd]
type = HitAdd
trigger1 = AnimElem = 28, = 4
trigger2 = AnimElem = 29, = 5
trigger3 = AnimElem = 30, = 4
trigger4 = AnimElem = 30, = 9
value = 1
ID = 3000

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 28, = 4
trigger2 = AnimElem = 29, = 5
trigger3 = AnimElem = 30, = 4
trigger4 = AnimElem = 30, = 9
value = S5,4
channel = -1
persistent = 1
volume = -55

[State 3005, Width]
type = Width
trigger1 = 1
edge = 135,0

[State 3005, EnvColor]
type = EnvColor
trigger1 = AnimElem = 30, = 1
trigger2 = AnimElem = 30, = 7
trigger3 = AnimElem = 31, = 3
time = 2
value = 255,255,255
under = -1
ignorehitpause = 1

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3008
ID = 3008
pos = 0,0
postype = P1
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 28, = 2
anim = 3009
postype = P1
pos = 0,0
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 29, = 6
anim = 7004
postype = P2
pos = 5,-23
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 28, = 5
trigger2 = AnimElem = 30, = 5
anim = 7004
postype = P2
pos = 5,-48
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 31, = 1
anim = 7004
postype = P2
pos = -25,-48
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3005, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3005, Pause]
type = Pause
triggerall = (GameTime%2) = 0
trigger1 = AnimElem = 30, = 1
trigger2 = AnimElem = 30, = 7
trigger3 = AnimElem = 31, = 3
time = 2

[State 3005, TargetState]
type = TargetState
trigger1 = AnimElem = 28, = 2
value = 3105
ID = 3000

[State 3005, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006

;---------------------------------------------------------------------------
[Statedef 3006]
type = S
physics = N
movetype = A
anim = 3006
ctrl = 0
velset = 0,0
sprpriority = 2

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

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 20, = 2
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 23, = 2
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 25, = 2
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 27, = 2
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 29, = 3
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 32, = 2
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2. VarAdd]
type = VarAdd
trigger1 = AnimElem = 32, = 6
var(6) = 1
ignorehitpause = 1
persistent = 0

[State 3006, VarSet]
type = VarSet
trigger1 = Floor((18+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((18+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State 3006, VarSet]
type = VarSet
trigger1 = Floor((18+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 2
value = S0,1

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = S1,9

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17, = 1
value = S4,10

[State 3003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 17, = 2
trigger2 = AnimElem = 20, = 3
trigger3 = AnimElem = 23, = 3
trigger4 = AnimElem = 25, = 3
trigger5 = AnimElem = 27, = 3
trigger6 = AnimElem = 29, = 4
trigger7 = AnimElem = 32, = 3
trigger8 = AnimElem = 32, = 7
value = -Ceil(fvar(2)*(100-Random%11)*Const(data.attack)*0.01*10/103)
kill = 1
ID = 3000

[State 3003, HitAdd]
type = HitAdd
trigger1 = AnimElem = 17, = 1
trigger2 = AnimElem = 20, = 2
trigger3 = AnimElem = 23, = 2
trigger4 = AnimElem = 25, = 2
trigger5 = AnimElem = 27, = 2
trigger6 = AnimElem = 29, = 3
trigger7 = AnimElem = 32, = 2
trigger8 = AnimElem = 32, = 6
value = 1
ID = 3000

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17, = 1
trigger2 = AnimElem = 20, = 2
trigger3 = AnimElem = 23, = 2
trigger4 = AnimElem = 25, = 2
trigger5 = AnimElem = 27, = 2
trigger6 = AnimElem = 29, = 3
trigger7 = AnimElem = 32, = 2
trigger8 = AnimElem = 32, = 6
value = S4,9
channel = -1
persistent = 1
volume = -55

[State 3006, Width]
type = Width
trigger1 = 1
edge = 135,0

[State 3006, EnvColor]
type = EnvColor
trigger1 = AnimElem = 18, = 2
trigger2 = AnimElem = 21, = 1
trigger3 = AnimElem = 24, = 1
trigger4 = AnimElem = 26, = 1
trigger5 = AnimElem = 28, = 1
trigger6 = AnimElem = 30, = 3
trigger7 = AnimElem = 32, = 5
trigger8 = AnimElem = 33, = 1
time = 2
value = 255,255,255
under = -1
ignorehitpause = 1

[State 3006, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3010
ID = 3010
pos = 0,0
postype = P1
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

[State 3006, Explod]
type = Explod
trigger1 = AnimElem = 17
anim = 3011
ID = 3011
pos = 140,-75
postype = P1
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1
trans = AddAlpha
alpha = 230,70

[State 3006, Explod]
type = Explod
trigger1 = AnimElem = 17, = 2
anim = 7005
postype = P2
pos = -25,-28
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3006, Explod]
type = Explod
trigger1 = AnimElem = 20, = 3
trigger2 = AnimElem = 23, = 3
anim = 7005
postype = P2
pos = -55,-48
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3006, Explod]
type = Explod
trigger1 = AnimElem = 25, = 3
anim = 7005
postype = P2
pos = -45,-70
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3006, Explod]
type = Explod
triggerall = (GameTime%5) = 0
triggerall = P2StateNo != 3107
trigger1 = AnimElem = 27, >= 0
anim = 3013
postype = P2
pos = 0,0
random = 120,160
sprpriority = 7
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3006, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 158,158,158
invertall = 1
ignorehitpause = 1

[State 3006, TargetState]
type = TargetState
trigger1 = AnimElem = 17
value = 3106
ID = 3000

[State 3006, TargetState]
type = TargetState
trigger1 = AnimElem = 32
value = 3107
ID = 3000

[State 3006, Pause]
type = Pause
triggerall = (GameTime%2) = 0
trigger1 = AnimElem = 18, = 2
trigger2 = AnimElem = 21, = 1
trigger3 = AnimElem = 24, = 1
trigger4 = AnimElem = 26, = 1
trigger5 = AnimElem = 28, = 1
trigger6 = AnimElem = 30, = 3
trigger7 = AnimElem = 32, = 5
trigger8 = AnimElem = 33, = 1
time = 2

[State 3006, Pause]
type = Pause
triggerall = (GameTime%2) = 0
trigger1 = AnimElem = 34, >= 0 && AnimElem = 36, < 0
time = 2

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

[State 3006, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P1StateDef
[Statedef 3050]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 3012

[State 3050, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 3050, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

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

[State 3050,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2StateDef
[Statedef 3100]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 1

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
trigger1 = P2StateNo != [3000,3006]
value = 5050

[State 3100, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3100

[State 3100, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------------------------------------------------------------
[Statedef 3101]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 1

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
trigger1 = P2StateNo != [3000,3006]
value = 5050

[State 3101, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3101

[State 3101, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------------------------------------------------------------
[Statedef 3102]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 1

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
trigger1 = P2StateNo != [3000,3006]
value = 5050

[State 3102, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102

[State 3102, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------------------------------------------------------------
[Statedef 3103]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 1

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
trigger1 = P2StateNo != [3000,3006]
value = 5050

[State 3103, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3103

[State 3103, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------------------------------------------------------------
[Statedef 3104]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 1

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
trigger1 = P2StateNo != [3000,3006]
value = 5050

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

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

[State 3104, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5300)
value = 5300

[State 3104, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = !AnimExist(5300)
value = 3104

[State 3104, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------------------------------------------------------------
[Statedef 3105]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 1

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

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
trigger1 = P2StateNo != [3000,3006]
value = 5050

[State 3105, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3105

[State 3105, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------------------------------------------------------------
[Statedef 3106]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 1

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

[State -2, PalFx]
type = PalFx
trigger1 = 1
time = 2
add = 33,33,33
sinadd = 122,122,122,3
invertall = 1

[State -2, SelfState]
type = SelfState
trigger1 = Time > 600
trigger1 = P2StateNo != [3000,3006]
value = 5050

[State 3106, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3106

[State 3106, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3106, ChangeState]
type = ChangeState
trigger1 = P2StateNo = 3006
trigger1 = AnimElem = 32
value = 3107

;---------------------------------------------------------------------------
[Statedef 3107]
type = A
movetype = H
physics = N

[State -2, PalFx]
type = PalFx
trigger1 = 1
time = 2
add = 33,33,33
sinadd = 122,122,122,4
invertall = 1

[State 3107, VelSet]
type = VelSet
trigger1 = Time = 0
x = -10.8
y = -8.4

[State 3107, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3107, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 3107, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5052
value = 5030

[State 3107, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5052
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5062) = 1
value = 5050

[State 3107, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = Anim != 5062
value = 5050

[State 3107, Pause]
type = Pause
triggerall = RoundState = 2
triggerall = Time = [0,11] 
trigger1 = (GameTime%2) = 0
time = 2

[State 3107, VelAdd]
type = VelAdd
trigger1 = Time > 4
y = .66

[State 3107, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
Time = 12
ampl = 3
freq = 90

[State 3107, SelfState]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = Time > 30
trigger2 = time > 600
value = 5100

