[Statedef 3141]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 246
poweradd = -3000
ctrl     = 0
sprpriority = 2
triggerall = prevstateno = [1501,1501]

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 1
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 0
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 0
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[1501,1501]
anim = 9005
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1




[State 2000]
type = Explod
trigger1 = time = 2
anim = 11112
pos = 23,-46
postype = p1
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 3
anim = 11111
postype = p1
pos = 23,-46
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1



[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1


[State 2420,5]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
anim = -10
p2defmul = 1
movetime = 30
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 200, ヒット定義]
type = HitDef
trigger1 =  time = 0
attr = S, HA
getpower = 0
damage = 95,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall =1
p2stateno = 2003
kill =0





[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 3142

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 10,3
trigger2 = MoveGuarded
value = 0
ctrl = 1


[Statedef 3142]
type     = S
movetype = A
physics  = S

velset   = 0,0
anim     = 3142
ctrl     = 0
sprpriority = 5

[State 3800, 1]
type = explod
trigger1 = animelem = 1
ID = 111
pos = 0,0
postype = LEFT
anim = 111
bindtime = 360
removetime = 710
sprpriority = -5
ownpal = 1
removeongethit = 2
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[State 3110, 1]
type = VelSet
trigger1 = frontedgedist <= 95
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) <= 0
x = -25

[State 3110, 1]
type = Velset
trigger1 = backedgedist <= 80
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) <= 0
x = 25

[State 3110, 1]
type = VelSet
triggerall = AnimElem = 2
trigger1 = frontedgedist = 165
trigger2 = backedgedist = 40
x = 0


[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(30) < 0
pos = 50,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,8
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 26
value = 2,9
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 43
value = 2,10
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 52
value = 2,4
;channel = 0
volume = 255


[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 2
trigger2 =  AnimElem = 7
trigger3 =  AnimElem = 11
trigger4 =  AnimElem = 14
trigger5 =  AnimElem = 16
trigger6 =  AnimElem = 20
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = s4010
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 75
ground.hittime  = 75
ground.velocity = -0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
kill =0
p2stateno = 2004
[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 30
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = s4010
sparkxy = -25,-55
hitsound = s7,8
ground.type = hard
ground.slidetime = 175
ground.hittime  = 175
ground.velocity = -3,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
kill =0
p2stateno = 2003

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 35
name = "BAKUHATSU"
stateno = 1663
ID = 1663
helpertype = normal
pos = 30,-0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3143

[Statedef 3143]
type     = S
movetype = A
physics  = S
poweradd = 0
velset   = 0,0
anim     =957
ctrl     = 0
sprpriority = 3


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,-40

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2


[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 15


[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = time= 0
attr = S, HA
damage = 30,10
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = s4020
guard.sparkno = s4120
sparkxy = -30, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 4,-0
air.velocity = -4,-0
air.type = High
air.hittime = 33
air.fall = 22
fall.recover =50
kill = 0

[State 3020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3144
;------------------------------------------------------------------------
[Statedef 3144]
type = S
movetype = A
physics = S
anim = 3143
velset = 0
ctrl = 0

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
x = 2

[State 3000, 軸位置移動]
type = Veladd
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
x = -2

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 3110, 1]
type = Turn
trigger1 = AnimElem = 2


[State 3020, 1]
type = HitDef
trigger1 =  AnimElem = 6
trigger2 =  AnimElem = 7
trigger3 =  AnimElem = 13
trigger4 =  AnimElem = 14
trigger5 =  AnimElem = 19
trigger6 =  AnimElem = 20
trigger7 =  AnimElem = 25
trigger8 =  AnimElem = 26
trigger9 =  AnimElem = 32
trigger10 =  AnimElem = 33
trigger11 =  AnimElem = 38
trigger12 =  AnimElem = 39
trigger13 =  AnimElem = 45
trigger14 =  AnimElem = 46
trigger15 =  AnimElem = 51
trigger16 =  AnimElem = 52
trigger17 =  AnimElem = 58
trigger18 =  AnimElem = 59
trigger19 =  AnimElem = 63
trigger20 =  AnimElem = 64
attr = A, HP
damage = 11,10
getpower = 10
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
sparkxy = -30,-60
pausetime =4,4
sparkno = s4010
guard.sparkno = s4120
hitsound = s5,9
guardsound = s2,1
ground.type = High
ground.slidetime = 90
ground.hittime  = 91
ground.velocity = -0,-0
guard.velocity = 11
air.type = High
air.velocity = -8,-5
air.hittime = 12
fall.recover = 330
air.fall = 444
kill =0
p2stateno = 2003


[State 3020, 1]
type = HitDef
trigger1 =  AnimElem = 76
attr = S, HA
damage = 40
animtype = diagup
air.animtype =hard
guardflag = M
hitflag = MA;F
getpower = 0,0
pausetime = 3,3
sparkno = S3
guard.sparkno = S8110
sparkxy = -5, -90
hitsound = S23,23
guardsound = S2,1
ground.type = High
ground.slidetime = 525
ground.hittime  = 525
ground.velocity = -7,-7
air.velocity =-7,-7
fall = 444
ground.cornerpush.veloff = 0
air.fall = 444
fall.recover = 440


[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 65
name = "BAKUHATSU"
stateno = 1664
ID = 1664
helpertype = normal
pos = 140,-0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 69
name = "BAKUHATSU"
stateno = 1665
ID = 1665
helpertype = normal
pos = 120,-0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1




[State 3020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------

[Statedef 1665]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 778
sprpriority = 15

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 11
value = s7,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 11
value = s7,10

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 89,10
getpower = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime =3,10
sparkno = s82
guard.sparkno = s4120
hitsound = s7,12
guardsound = s2,1
ground.type = High
ground.slidetime = 220
ground.hittime  = 221
ground.velocity = 5,-0
guard.velocity = 9
air.type = High
sparkxy = -30,-60
air.velocity = -8,-5
air.hittime = 12
fall.recover = 330
air.fall = 444
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15
palfx.add = 0,0,70
palfx.sinadd = 50,50,50,15
palfx.invertall = 1
palfx.color = 1
kill =0
p2stateno = 2004



[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0
;--------------------------------------------------------------------------------

[Statedef 1663]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1663
sprpriority = 15

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,5


[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 15
trigger2 =  AnimElem = 17
trigger3 =  AnimElem = 21
trigger4 =  AnimElem = 25
trigger5 =  AnimElem = 31
trigger6 =  AnimElem = 32
attr = A, HP
damage = 11,10
getpower = 10
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
sparkxy = -30,-60
pausetime =10,10
sparkno = s4010
guard.sparkno = s4120
hitsound = s5,9
guardsound = s2,1
ground.type = High
ground.slidetime = 90
ground.hittime  = 91
ground.velocity = -0,-0
guard.velocity = 11
air.type = High
air.velocity = -8,-5
air.hittime = 12
fall.recover = 330
air.fall = 444
kill =0
p2stateno = 2003

[State 3000]
type = Projectile
trigger1 = AnimElem = 39
projID = 1500
projanim = 25
projremove = 26
projhits = 15
projpriority = 10
projhitanim = -1
projremanim = 26
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = 50,-0
velocity = 1,0
attr = S, HP
animtype = hard
damage = 19,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4010
guard.sparkno = s4120
sparkxy = 0,-60
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -1,-0
air.velocity = -1,-5
air.fall = 3
kill =0
p2stateno = 2004

[State 3000]
type = Projectile
trigger1 = AnimElem = 39
projID = 1500
projanim = 25
projremove = 26
projhits = 15
projpriority = 10
projhitanim =-1
projremanim = 26
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 80
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = 70,-0
velocity = -1,0
attr = S, HP
animtype = hard
damage = 19,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4010
guard.sparkno = s4120
sparkxy = 0,-60
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill = 0
p2stateno = 2003

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = Animelem = 58

[Statedef 1664]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 13
sprpriority = 15

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,5

[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = 70,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2003
[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = -70,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2004
[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 18
projshadow = 0,0,0
projremovetime =20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = 30,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2003

[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = -30,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2004
[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = 50,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2003

[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = -50,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2004
[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim =16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset =100,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2003

[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 10
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = -100,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 223
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2004
[State 3000]
type = Projectile
trigger1 = AnimElem = 10
trigger2= AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
projID = 1500
projanim = 16
projremove = -1
projhits = 4
projpriority = 20
projhitanim =-1
projremanim =-1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 10
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset =0,-0
velocity = -0,0
attr = S, HP
animtype = hard
damage = 9,14
hitflag = MAF
guardflag = M
hitsound = s4,3
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 223
ground.slidetime = 222
ground.velocity = -2,-0
air.velocity = -2,-5
air.fall = 3
fall.recover = 0
kill =0
p2stateno = 2003
[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = Animtime = 0

;;;;;,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
[Statedef 2000]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = -1000
ctrl     = 0
sprpriority = 2
triggerall = prevstateno = [1501,1501]

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[1501,1501]
anim = 9005
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1


[State -2]
type = VelSet
trigger1 =animelem  = 3
trigger2 =animelem  = 4
trigger3 =animelem  = 5
x= 9
[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10000
sprpriority =-3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 2220
sprpriority = 3
postype = p1
pos = 35,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 200, ヒット定義]
type = HitDef
trigger1 =  time = 0
attr = S, HA
getpower = 0
damage = 95,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall =1
p2stateno = 2004

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 10000
sprpriority = -1
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 2002

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 10,3
trigger2 = MoveGuarded
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強禁千弐百拾壱式・八稚女 発動
[Statedef 2001]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = -2000
ctrl     = 0
sprpriority = 2

[State -2]
type = VelSet
trigger1 =animelem  = 3
trigger2 =animelem  = 4
trigger3 =animelem  = 5
x= 9


[State 3350, 4]
type = AssertSpecial
trigger1 = anim=13131
flag = noshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority =-3
postype = p1
pos = -25,-96
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10010
sprpriority = 3
postype = p1
pos = -25,-96
bindtime = 1
supermove = 1
under = 0
ownpal = 1




[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 2220
sprpriority = 3
postype = p1
pos = 35,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 200, ヒット定義]
type = HitDef
trigger1 =  time = 0
attr = S, HA
getpower = 0
damage = 95,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall =1
p2stateno = 2003



[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 2002

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 10,3
trigger2 = MoveGuarded
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 八稚女突進終了

[Statedef 2005]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(11)     = 0

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(12)     = 0

[State 1000]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
x = 4

[State 1000]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;禁千弐百拾壱式・八稚女攻撃

[Statedef 2002]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2015
ctrl     = 0
sprpriority = 5


[State 3350, 4]
type = AssertSpecial
trigger1 = anim=13131
flag = noshadow
ignorehitpause = 1


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,8
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 26
value = 2,9
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 43
value = 2,10
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 52
value = 2,4
;channel = 0
volume = 255

[State 52, 1]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4


[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 4
attr = S, HA
getpower = 0
damage = 95,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -5,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0
p2stateno = 2004

[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 9
attr = S, HA
getpower = 0
damage = 105,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s31
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -5,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 130
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4
kill = 0
p2stateno = 2003

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 215,0
animtype = diagup
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s2050
sparkxy = -20,-60
hitsound = s5,4
ground.type = High
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -9,-8.5
air.velocity = -9,-8.5
fall = 1
fall.recover = 0
envshake.time = 42
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 52
value = 5,4
volume = 0

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(11)     = 0

[State 1305, 1]
type = null;VarSet
trigger1    = time = 0
var(12)     = 0

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimElem = 45
var(12)  = 0
ignorehitpause = 0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 47
persistent = 0
anim = 4030
postype = P1
pos = 25,-73
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 2050
postype = P1
pos = 40,-70
sprpriority = 10
supermove = 1
scale = 0.8,0.8

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 52
time = 2
value = 255,255,255
under = 1

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

;---------------------------------------------------------------------------
;相手動作1
[Statedef 2003]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作2
[Statedef 2004]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2030

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;サイカ
[Statedef 2100]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2100
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0


type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,4
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5,8
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 2120
sprpriority = 3
postype = p1
pos = 0,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 2110
projanim = 2110
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 19,1
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 210 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80
palfx.color = 0
palfx.invertall = 1
yaccel = .552

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 2110
projanim = 2110
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 105,1
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 210 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .552

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 2110
projanim = 2110
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = -87,1
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 210 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .552

[State 1305, 1]
type = VarSet
trigger1    = AnimElem = 12
var(11)     = 0
ignorehitpause = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 19
movetype = I

[State 1000, 5]
type = Explod
trigger1 = time = 4
anim = 10000
sprpriority = -1
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 2
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 92
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,92]
;trigger1 = movetype != H
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000, Helper];カメラヘルパー
type = null;Helper
trigger1 = animelem= 10
name = "Move"
ID = 2150
postype = p1
pos = 0,0
stateno = 2150

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;サイカ
[Statedef 2101]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2101
poweradd = -2000
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2
triggerall = prevstateno = [2002,2002]

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[2002,2002]
anim = 9004
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0


[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,4
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5,8
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 2120
sprpriority = 3
postype = p1
pos = 0,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 2110
projanim = 2110
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 19,1
velocity = 0,0
attr = S, HP
animtype = hard
damage = 50 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 34
ground.slidetime = 34
ground.velocity = -3,-0
guard.velocity = -13
air.velocity = -3,-8
air.guard.velocity = -3,-7
air.juggle = ifelse(Var(11) = 1,0,8)
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4
yaccel = .552



[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 2110
projanim = 2110
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 90,1
velocity = 0,0
attr = S, HP
animtype = hard
damage = 50 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 34
ground.slidetime = 34
ground.velocity = -3,-0
guard.velocity = -13
air.velocity = -3,-8
air.guard.velocity = -3,-8
air.juggle = ifelse(Var(11) = 1,0,8)
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4
yaccel = .552

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 2110
projanim = 2110
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = -87,1
velocity = 0,0
attr = S, HP
animtype = hard
damage = 50 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -3,-0
guard.velocity = -13
air.velocity = -3,-8
air.guard.velocity = -5,-8
air.juggle = ifelse(Var(11) = 1,0,8)
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4
yaccel = .552


[State 3000]
type = Projectile
trigger1 = AnimElem = 10
projID = 302
projanim = 302
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 19,-110
velocity = 0,0
attr = S, HP
animtype = hard
damage = 70 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-0
guard.velocity = -13
air.velocity = -6,-0
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
yaccel = .552

[State 3000]
type = Projectile
trigger1 = AnimElem = 10
projID = 302
projanim = 302
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 105,-110
velocity = 0,0
attr = S, HP
animtype = hard
damage = 70 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-0
guard.velocity = -13
air.velocity = -6,-0
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
yaccel = .552


[State 3000]
type = Projectile
trigger1 = AnimElem = 10
projID = 302
projanim = 302
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = -87,-110
velocity = 0,0
attr = S, HP
animtype = hard
damage = 70 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-0
guard.velocity = -13
air.velocity = -6,-0
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
yaccel = .552


[State 3000]
type = Projectile
trigger1 = AnimElem = 21
projID = 301
projanim = 301
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 0,-60
velocity = 0,0
attr = S, HP
animtype = diagup
damage =90 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .552

[State 3000]
type = Projectile
trigger1 = AnimElem = 21
projID = 301
projanim = 301
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = -0,-150
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 90 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .552


[State 3000]
type = Projectile
trigger1 = AnimElem = 21
projID = 301
projanim = 301
projremove = 0
projpriority = 5
projhitanim = 1570
projremanim = 1570
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = -0,30
velocity = 0,0
attr = S, HP
animtype = diagup
damage =90 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,2
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
air.juggle = ifelse(Var(11) = 1,0,8)
fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .552



[State 1305, 1]
type = VarSet
trigger1    = AnimElem = 12
var(11)     = 0
ignorehitpause = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 19
movetype = I



[State 1000, 5]
type = Explod
trigger1 = time = 4
anim = 10010
sprpriority = -1
postype = p1
pos = 12,-82
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10011
sprpriority = 3
postype = p1
pos = 12,-82
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 2
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 92
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,92]
;trigger1 = movetype != H
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000, Helper];カメラヘルパー
type = null;Helper
trigger1 = animelem= 10
name = "Move"
ID = 2150
postype = p1
pos = 0,0
stateno = 2150

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;カメラヘルパー
[Statedef 2150]
type    = S
movetype= I
physics = N
anim = 2150
sprpriority = -5
ctrl = 0

[State 2150, 1]
type = PosAdd
trigger1 = Time = 0
x = 0
y = 0

[State 2150, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1

[State 2150, DestroySelf]
type = DestroySelf
trigger1 = time = 120
trigger2 = Parent, StateNo = [5000,5300]
;trigger1 = p2statetype = L
;trigger1 = enemynear,Pos Y = 0
;trigger2 = Parent, statetype = H

;---------------------------------------------------------------------------
;三神器之弐
[Statedef 2200]

type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = ifelse(Var(11) = 1 || Var(12) = 1,-2500,-2000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 2220
sprpriority = 3
postype = p1
pos = 35,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 75,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 1,1
sparkno = -1
sparkxy = -20,-60
hitsound = s18,4
guardsound = s4,9
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4,0;-4
air.velocity = -3.5,-6
guard.hittime = 15
guard.velocity = -13
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
;air.cornerpush.veloff = -3.5,-6
p2getp1stateno = 1
p1stateno = 2201
p2stateno = 2250
p2facing = 1
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
p2facing = 1
kill = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1305, 1]
type = null;VarSet
trigger1    = time = 1
var(12)     = 0
ignorehitpause = 0

[State 200]
type = AfterImage
trigger1 = time = 0
time = 50
trans = add1
timegap = 2
framegap = 4
length = 6;8
palbright = 0, 0, 0
palcontrast = 128,128,128;palcontrast = 16,32,96
palpostbright = 0,0,0;8
paladd = 0,0,0;8
palmul = 1,1,1
ignorehitpause = 0

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 10010
sprpriority = -1
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10011
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 42
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1300, 5]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4
x = 10

[State 2000]
type = null;ChangeState
trigger1 = MoveHit = 1
value = 2201

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
;trigger2 = MoveGuarded
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;三神器之弐(ヒット）
[Statedef 2201]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 2

[State 1000,0]
type = Width
trigger1 = time = 0
edge = 80,0

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(11)     = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,17
;channel = 0
;volume = 255

[State 2201]
type = TargetBind
trigger1 = AnimElem = 1
pos = 66, -53
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 2
pos = 63, -13
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 3
pos = 63, -7
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 4
pos = 79, -23
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 5
pos = 87, -80
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 6
pos = 80, -98
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 7
pos = 85, -110
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 8
pos = 85, -113
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 9
pos = 87, -118
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem <= 60, = 1
trigger1 = AnimElem >= 10
pos = 85, -118
time = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,25
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,26
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 60
value = 2,27
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 3
anim = 2260
sprpriority = 3
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 9
anim = 2230
sprpriority = 3
postype = p1
pos = 90,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 30
trigger3 = AnimElem = 34
trigger4 = AnimElem = 38
trigger5 = AnimElem = 42
trigger6 = AnimElem = 46
trigger7 = AnimElem = 50
trigger8 = AnimElem = 54
attr = S, HA
getpower = 0
damage = 40,10
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1
sparkxy = -20,-60
;hitsound = s18,4
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.type = High
air.slidetime = 0
air.hittime  = 0
air.velocity = 0,0
fall = 0
p2getp1stateno = 1
p2stateno = 2251
p2facing = 1
;envshake.time = 12
;envshake.ampl = 18
;envshake.freq = 100
;palfx.time = 50
;palfx.add = 50,0,170
;palfx.mul = 170,170,170;
;palfx.sinadd = 95,95,95,;15
;palfx.color = 0
;palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 60
attr = S, HA
getpower = 0
damage = ifelse(Var(12) = 1,250,180),10
animtype = diagup
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1
sparkxy = -20,-60
hitsound = s5,7
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -9,-5.5
air.velocity = -9,-5.5
palfx.time = 100
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
yaccel = .552

[State -2, 1]
type = VarSet
trigger1 = AnimElem = 61
var(12)  = 0
ignorehitpause = 0

[State 1300, 5]
type = Envcolor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 198
under = 1
supermove = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = AnimElem <= 64
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

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

;------  三神器之弐 ２P処理 1 ------
[Statedef 2250]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1520, 1]
type = null;NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1520, 1]
type = null;palfx
trigger1 = Time >= 0
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
type    = A

[State 2540, 2]
type = ChangeAnim2
Trigger1 = anim != 2250
trigger1 = time = 0
value = 2250

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;------  三神器之弐 ２P処理 2 ------
[Statedef 2251]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2540, 2]
type = ChangeAnim2
Trigger1 = anim != 2251
trigger1 = time = 0
value = 2251

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;==========================================================================
;    King Of Figthers 2002 Unlimited Match HSDM Fondo y Broken Glass
;==========================================================================
;--------------------------------------HSDM 2002 UM------------------------
[Statedef 40001]
anim = 9999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 40001, Tile #1-7]
type = Explod
triggerall = !numexplod(15600)
trigger1 = !time
anim = 15600
ID = 15600
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 10
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1
persistent = 0

[State 40001, Tile #1-7]
type = Explod
triggerall = !numexplod(15601) < 2
trigger1 = !time
trigger2 = (time%10) = 0
anim = 15600
ID = 15601
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 20
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Tile #2-6]
type = Explod
triggerall = !numexplod(15610)
trigger1 = !time
anim = 15601
ID = 15610
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 20
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
persistent = 0
bindtime = -1

[State 40001, Tile #2-6]
type = Explod
triggerall = !numexplod(15611) < 2
trigger1 = !time
trigger2 = (time%20) = 0
anim = 15601
ID = 15611
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 40
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Tile #3-5]
type = Explod
triggerall = !numexplod(15620)
trigger1 = !time
anim = 15602
ID = 15620
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 40
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
persistent = 0
bindtime = -1

[State 40001, Tile #3-5]
type = Explod
triggerall = !numexplod(15621) < 2
trigger1 = !time
trigger2 = (time%40) = 0
anim = 15602
ID = 15621
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 80
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Tile #4]
type = Explod
triggerall = !numexplod(15630)
trigger1 = !time
anim = 15603
ID = 15630
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 80
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
persistent = 0
bindtime = -1

[State 40001, Tile #4]
type = Explod
triggerall = !numexplod(15631) < 2
trigger1 = !time
trigger2 = (time%80) = 0
anim = 15603
ID = 15631
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 160
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1

;----------Aqui cambias a broken glass tiempo-------------

[State 40001, Glass Break]
type = ChangeState
trigger1 = parent, stateno != [3141,3352] ;---> Aca Pones La Animacion Del Principio y La Del Final Osea La Que Empieza Y La Que Termina el HSDM
trigger2 = Parent,Stateno = 3200 && Parent,Time >= 200 ;---> Aca La Primera Animacion Y El Tiempo De Ella (Esta Seria Lo Que Demorara El Fondo Verde EN La Pantalla)
trigger3 = Parent,Stateno = 3352 && Parent,Time >= 171 ;---> Aca la animacion Donde Cambiara A Broken Glass, Recuerda Que El Broken Glass Es En El Ultimo Hit Por Eso Trata De Ser Paciente Y Regularle El Tiempo Hasta Que Quede
value = stateno+1

;----------Aqui regulas el tiempo-------------

;kof 2002 um part2
[Statedef 40002]
anim = 9999

[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15600
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15601
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15610
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15611
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15620
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15621
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15630
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15631

[State 40002, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 20,4
volume = 200

[State 40001, Glass Break]
type = Explod
triggerall = !numexplod(15640)
trigger1 = !time
anim = 15604
ID = 15640
pos = 0,0
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
scale = 1,1
sprpriority = -20
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1
;--------------------------------------------------------------------------
;==========================================================================
;    King Of Figthers 2002 Unlimited Match HSDM Fondo y Broken Glass
;==========================================================================

;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------
[Statedef 40003]
anim = 9999

[State 40003, VarSet]
type = VarSet
triggerall = enemy, numhelper(40003)
triggerall = !enemy, numhelper(40004)
trigger1 = enemy, authorname = "Vans"
trigger2 = enemy, authorname = "K.O.D"
trigger3 = enemy, authorname = "K.O.D & Vans"
trigger4 = enemy, authorname = "OrochiKOF97"
trigger5 = enemy, authorname = "Dark Saviour"
trigger6 = enemy, authorname = "Kung Fu Man"
trigger7 = enemy, authorname = "KoopaKoot"
trigger8 = enemy, authorname = "Anjel"
trigger9 = enemy, authorname = "Vans & Kung Fu Man"
var(0) = 1

[State 40003, VarSet]
type = VarSet
triggerall = teamside = 2
triggerall = enemy, numhelper(40004)
trigger1 = enemy, authorname = "Vans"
trigger2 = enemy, authorname = "K.O.D"
trigger3 = enemy, authorname = "K.O.D & Vans"
trigger4 = enemy, authorname = "OrochiKOF97"
trigger5 = enemy, authorname = "Dark Saviour"
trigger6 = enemy, authorname = "Kung Fu Man"
trigger7 = enemy, authorname = "KoopaKoot"
trigger8 = enemy, authorname = "Anjel"
trigger9 = enemy, authorname = "Vans & Kung Fu Man"
var(0) = 1

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 15605
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = 15606
ID = 15651
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40001, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 15607
ID = 15661
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 40004]
anim = 9999

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1
