;Var(0)  = ジャストディフェンス硬直時間
;Var(1)  = オリコン始動時のヒット数
;Var(2)  = 　　　　使用済み
;Var(3)  = ジャンプ管理1（距離）
;Var(4)  = ジャンプ管理2（高さ）
;Var(5)  = 強弱管理
;Var(6)  = 　　　　使用済み
;Var(7)  = Cグルーヴパワー量による攻撃力変動
;Var(8)  = 残りライフ量による攻撃力変動
;Var(9)  = 相手残りライフ量による攻撃力変動
;Var(10) = ブロッキング前入力
;Var(11) = ブロッキング下入力
;Var(12) = 
;Var(13) = 
;Var(14) = SグルーヴパワーMAX残り時間
;Var(15) = NグルーヴパワーMAX残り時間
;Var(16) = オリコン残り時間
;Var(17) = オリコン時ヒット数用
;Var(18) = オリコンOn/Off
;Var(19) = オリコン時残りゲージ量
;Var(20) = グルーヴ判定
;Var(21) = KグルーヴパワーMAXによる攻撃力変動
;Var(22) = SグルーヴパワーMAXによる攻撃力変動
;Var(23) = NグルーヴパワーMAXによる攻撃力変動
;Var(24) = グルーヴによるパワー増加量変動
;Var(25) = ジャストディフェンス入力
;Var(26) = 前ラウンド勝敗判定
;Var(27) = KOボイス判定
;Var(28) = 　　　　使用済み
;Var(29) = 　　　　使用済み
;Var(30) = 
;Var(31) = Kグルーヴライフ残量によるパワー増加量変動
;Var(32) = roundstate3時間経過
;Var(33) = 　　　　使用済み
;Var(34) = 前ブロッキング入力後ニュートラルに戻したか否か
;Var(35) = 下ブロッキング入力後ニュートラルに戻したか否か
;Var(36) = Hit判定
;Var(37) = gethitvar(hitshaketime)
;Var(38) = カウンターヒットエフェクト表示位置（X軸）（攻撃）
;Var(39) = カウンターヒットエフェクト表示位置（Y軸）（攻撃）
;Var(40) = NグルーヴパワーMAX中判定
;Var(41) = カウンターヒット用
;Var(42) = SグルーヴゲージMAX中判定
;Var(43) = Kグルーヴ怒りMAX中判定
;Var(44) = 
;Var(45) = 
;var(46) = GetHitVar(damage)
;Var(47) = MAXヒット数
;Var(48) = プレイヤー状態
;Var(49) = 相手状態
;Var(50) = グルーヴポイント
;var(51) = ラウンド開始からの経過時間
;Var(52) = キャラ判別
;var(53) = 相手ライフ（ダメージ前）
;var(54) = コンプリートボーナス用
;var(55) = コンプリートボーナス用2
;var(56) = matchover時間経過
;var(57) = 相手動作によるゲージ消去判定
;Var(58) = ファーストストライク判定
;Var(59) = AI判定

;fvar(0)  = コンボ補正
;fvar(1)  = ガード中State判定
;fvar(2)  = 投げ抜け判定
;fvar(3)  = グルーヴポイント表示On/Off
;fvar(4)  = Lv.2キャンセル後追撃用
;fvar(5)  = ボーナスメッセージアイコン表示一段目有無
;fvar(6)  = ボーナスメッセージアイコン表示二段目有無
;fvar(7)  = ボーナスメッセージアイコン表示三段目有無
;fvar(8)  = アイコン種類
;fvar(9)  = フィニッシュヒット判定
;fvar(10) = 攻撃力補正
;fvar(11) = roundstate4経過時間
;fvar(12) = ライフ
;fvar(13) = KグルーヴパワーMAX残り時間
;fvar(14) = パーフェクト判定
;fvar(15) = カウンターヒットメッセージ用
;fvar(16) = DoubleRes設定（ゲージのみ）
;fvar(17) = 
;fvar(18) = 
;fvar(19) = KOボイス種類判定
;fvar(20) = やられ時にゲージ消去をする相手動作の判定
;fvar(21) = パワー溜まった時の音用
;fvar(22) = リバーサル判定用1
;fvar(23) = リバーサル判定用2
;fvar(24) = GP表示背景色変化用
;fvar(25) = 燃焼、感電エフェクト用
;fvar(26) = 空中コンボ用
;fvar(27) = スーパーキャンセル用
;fvar(28) = 空中コンボ（飛び道具）用
;fvar(29) = 
;fvar(30) = 
;fvar(31) = 
;fvar(32) = 
;fvar(33) = 
;fvar(34) = 
;fvar(35) = 強制fall=0時juggle判別用
;fvar(36) = 強制停止中ガード不能時間
;fvar(37) = メッセージアイコンの表示Y座標補正
;fvar(38) = 空中復帰誘導
;fvar(39) = ゲームシステム判別

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 1      ;水平方向の縮尺（通常１）
yscale = 1    ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 15    ;キャラの幅(前方,地上)
air.back = 15        ;キャラの幅(後方,空中)
air.front = 15       ;キャラの幅(前方,空中)
height = 55          ;キャラの高さ
attack.dist = 160;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0 ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -80   ;頭の大体の座標
mid.pos = -5, -50;体の中心の大体の座標
shadowoffset = 0 ;影の垂直方向のオフセット
draw.offset = 0,0;使用しない

[Velocity]
walk.fwd  = 4.2      ;前進の速度
walk.back = -3.1     ;後退の速度
run.fwd  =6, 0   ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -4.8,-4.5     ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.2      ;垂直ジャンプの速度
jump.back = -3.96   ;後ジャンプの速度
jump.fwd = 3.28         ;前ジャンプの速度
runjump.back = -5.81,-9.4;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 5.04,-9.4   ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-6.5  ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.8 ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.8    ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0  ;空中でジャンプする回数
airjump.height = 28  ;空中でジャンプする最低限の高さ
yaccel = .47         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

[Quotes]
victory1 = Wasn't it clear that you were beat even before we started?!
victory2 = Next time you pick a fight, be more careful who you choose!
victory3 = This is how things usually work out! Where's your arrogance now?
victory4 = Honor!? Nope. Just the taste of some Hong Kong Kung-Fu!
victory5 = You give up!? You couldn't hold out even a bit longer?
victory6 = Maybe you should ask for divine intervention...?
victory7 = Been too busy to prepare I see...
victory8 = This is how it's done!

;---------------------------------------------------------------------------
;歩き
[Statedef 20]
type    = S
physics = S
sprpriority = 0
ctrl = 1

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && !var(59)
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && !var(59)
x = const(velocity.walk.back.x)

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

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

;---------------------------------------------------------------------------
;ジャンプ開始
[Statedef 40]
type    = A
physics = S
anim = ifelse((!var(20) || var(20) = 1),40,50)
ctrl = 0

[State 3001, Super]
type = Helper
trigger1 = AnimTime = 0
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 40, 1]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
sysvar(1) = command = "holdfwd"-command = "holdback"

[State 40, 1]
type = VarSet
triggerall = PrevStateNo != 100 && PrevStateNo != 101
triggerall = var(59) = 1
trigger1 = Random = [0,80]
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = PrevStateNo != 100 && PrevStateNo != 101
triggerall = var(59) = 1
trigger1 = Random = [81,750]
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = PrevStateNo != 100 && PrevStateNo != 101
triggerall = var(59) = 1
trigger1 = Random = [751,999]
sysvar(1) = -1

[State 40, 4]
type = VarSet
trigger1 = Time = 0
var(3) = 0

;[State 40, 4]
;type = VarSet
;triggerall = Time = 0
;triggerall = !var(59)
;trigger1 = (PrevStateNo = 100 || PrevStateNo = 101) && sysvar(1) = 1
;trigger2 = Command = "longjump"
;trigger3 = Command = "longjump" && Command = "holdfwd"
;trigger4 = Command = "longjump" && Command = "holdback"
;var(3) = 1

[State 40, 4]
type = VarSet
triggerall = var(59) = 1
triggerall = Time = 0
trigger1 = PrevStateNo = 100 || PrevStateNo = 101
trigger2 = Random = [0,420]
var(3) = 1

[State 40, 4]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 40, 5]
type = VarSet
triggerall = prevstateno != 240
triggerall = !var(59)
triggerall = var(20) = 2 || var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6
trigger1 = command != "holdup"
var(4) = 1

[State 40, 5]
type = VarSet
triggerall = prevstateno != 240
triggerall = var(59) = 1
triggerall = var(20) = 2 || var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6
trigger1 = Random = [0,130]
var(4) = 1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = !Var(3)
x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 7]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(3)
x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))

[State 40, 8]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = !Var(4)
y = ifelse(Var(3) && !SysVar(1), const(velocity.jump.y)*1.15, const(velocity.jump.y))

[State 40, 9]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4)
y = ifelse(Var(3) && !SysVar(1), const(velocity.jump.y)*1.15*.75, const(velocity.jump.y)*.75)

[State 40, Position]
type = PosAdd
trigger1 = Var(3) && Vel X
x = -Vel X

;[State 52, Effect]
;type = PlaySnd
;trigger1 = AnimTime = 0
;value = 40, var(3)
;channel = 20

[State 40, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ
[Statedef 50]
type    = A
physics = N

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !Var(4)
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4)
value = ifelse((vel x)=0, 51, ifelse((vel x)>0, 52, 53))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3



[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;ジャンプ着地
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = ifelse(var(4),57,47)
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, 3]
type = CtrlSet
triggerall = prevstateno != [600,799]
trigger1 = Time = 1
value = 1

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 52, RemoveAfterImage]
type = AfterImageTime
triggerall = !var(16)
trigger1 = Time = 0
time = 0

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

;------------------------------------------------------------------------------------------
;ラン
[Statedef 100]
type    = S
physics = S
anim = 100
velset = 0,0
ctrl = 0

[State 1000, Spark]
type = Explod
trigger1 = Time = 1
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = const(velocity.run.fwd.x)

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, Effect]
type = PlaySnd
trigger1 = time = 1
value = 100,0
channel = 18

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 100,1
channel = 19

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 100,2
channel = 20

[State 100, 5]
type = ChangeState
triggerall = !var(59)
triggerall = AnimElemTime(2) >= 1
trigger1 = command != "holdfwd"
value = 101
ctrl = 1

[State 100, 5]
type = ChangeState
triggerall = var(59)
triggerall = AnimElemTime(2) >= 1
trigger1 = P2BodyDist X <= 45 && Random <= 700
trigger2 = P2MoveType = A && Random <= 500 && P2BodyDist X <= 70
trigger3 = roundstate != 2
value = 101
ctrl = 1

;---------------------------------------------------------------------------
;ラン停止
[Statedef 101]
type = S
physics = N
ctrl = 0
anim = 101

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, 1]
type = VelMul
trigger1 = 1
x = .9

[State 100, 1]
type = VelSet
trigger1 = animtime = 0
x = 0

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,3
channel = 20

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ステップ
[Statedef 102]
type    = A
physics = N
ctrl = 0
anim = 102
velset = 0,0

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 100, 0
channel = 20

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 6.8
y = -4.8

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .65

[State 105, 3]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 103

;---------------------------------------------------------------------------
;ステップ着地
[Statedef 103]
type    = S
physics = S
ctrl = 1
anim = 103
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 100, 1
channel = 20

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;バックステップ
[Statedef 105]
type    = A
physics = N
ctrl = 0
anim = 105
velset = 0,0

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 105, 0
channel = 20

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100, 2

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -6

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98

[State 105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 106

;---------------------------------------------------------------------------
;バックステップ（着地）
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = time = 3
value = 1

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

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

;---------------------------------------------------------------------------
; タイムオーバー引き分け
[Statedef 175]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
;勝利ポーズ分岐
[Statedef 180]
type = S
ctrl = 0
velset = 0,0

[State 180, 1]
type = ChangeState
trigger1 = time = 0
value = 181+random%3

;---------------------------------------------------------------------------
;勝ちポーズ1
[Statedef 181]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 180

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 180, 0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 270]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝ちポーズ2
[Statedef 182]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 181

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 3
Anim = 7010
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1300, 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 181, random%2

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 270]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝ちポーズ3
[Statedef 183]
type = S
physics = S
ctrl = 0
velset = 0,0

[State 191, Cloth]
type = Helper
trigger1 = time = 0
ID = 2000
stateno = 2182
postype = p1
pos = -76,-240
name = "yan_win"

[State 50, 2]
type = ChangeAnim
trigger1 = Helper(2000),stateno=2183 && Helper(2000),animelemtime(3)=4
value = 182

[State 181, 2]
type = PlaySnd
triggerall = anim = 182
trigger1 = AnimElem = 3
value = 3100, 0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 270]
flag = RoundNotOver

;---------------------------------------------------------------------------
;ヤン（勝利）1
[Statedef 2182]
type = A
physics = N
ctrl = 0
anim = 2044
sprpriority = -1
velset = 0,0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = 2.5
y = 2

[State 1100, Velocity]
type = VelAdd
trigger1 = 1
y = .4

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2183

;---------------------------------------------------------------------------
;ヤン（勝利）2
[Statedef 2183]
type = S
physics = S
ctrl = 0
anim = 2182
sprpriority = -1
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2183, 0

;---------------------------------------------------------------------------
;イントロ（分岐）
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -2, 3]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "cvschunli" || P4Name = "cvschunli"
trigger2 = P2Name = "chunli" || P4Name = "chunli"
trigger3 = P2Name = "chun li" || P4Name = "chun li"
trigger4 = P2Name = "chun-li" || P4Name = "chun-li"
value = 192

[State 190, 14]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "T.Hawk"
value = 10000

[State 190, 14]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Gen"
value = 10001

[State 190, 14]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Sagat"
value = 10002

[State 190, 14]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "yun2"
trigger2 = p2name = "yun3"
value = 10003

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Target Test" 
value = 10004

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Duck Hunt" 
value = 10005

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "BONUS STAGE2" 
value = 10006

[State 190, 1]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random < 333, 191,ifelse(random >= 666, 196,198))



;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10005]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 180
trigger1 = Time = 71
value = 0

[State 10005, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10005, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10135123
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F1005812312
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10006]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 2000, Asserts]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nokoslow

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 180
trigger1 = Time = 71
value = 0

[State 10005, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10005, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F1013512366
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F1005812312
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10004]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10004, 5]
type = ChangeAnim
triggerall = Anim = 180
trigger1 = Time = 72
value = 0

[State 10004, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10004, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10004, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F1005353453
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 2

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 1
anim = F1005812312
postype = left
pos = 160,50
ownpal = 1
;ontop = 1
sprpriority = 1

[State 10004, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10003]
type = S
ctrl = 0
anim = 180
velset = 0,0


[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 180
trigger1 = Time = 67
value = 0

[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001121
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10000]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 180
trigger1 = Time = 67
value = 0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0


[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10033
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10001]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 180
trigger1 = Time = 67
value = 0


[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10034
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10002]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 180
trigger1 = Time = 67
value = 0


[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10035
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;---------------------------------------------------------------------------
;イントロ（通常）
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 190, random%3

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;イントロ（対春麗）1
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40, 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
y = -6.2

[State 1100, Velocity]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .4

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
triggerall = animelemtime(3) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 193

;---------------------------------------------------------------------------
;イントロ（対春麗）2
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 190, 1

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;イントロ（通常）2-1
[Statedef 196]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 220, Position]
type = PosAdd
trigger1 = time = 0
x = 220
y = -120

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = -5.5
y = -5

[State 1100, Velocity]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 40, 1

[State 191, Cloth]
type = Helper
trigger1 = AnimElem = 9
ID = 7900
stateno = 7900
postype = p1
pos = -10,56
name = "bord"

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 197

;---------------------------------------------------------------------------
;イントロ（通常）2-2
[Statedef 197]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;スケボー1
[Statedef 7900]
type = A
physics = N
ctrl = 0
anim = 7900
sprpriority = -1
velset = 0,0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = root,Vel X
y = root,Vel Y

[State 1100, Velocity]
type = VelAdd
trigger1 = 1
y = .4

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 7901

;---------------------------------------------------------------------------
;スケボー2
[Statedef 7901]
type = S
physics = N
ctrl = 0
anim = 7901
sprpriority = -1

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
y = 0

[State 190, 4]
type = DestroySelf
trigger1 = time = 40
trigger2 = roundstate = 2

;---------------------------------------------------------------------------
;イントロ（通常）3
[Statedef 198]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 190, 4]
type = ChangeAnim
trigger1 = animelemtime(1) = 60
trigger1 = !NumHelper(2000)
value = anim
elem = 2

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 190, 2

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, Cloth]
type = Helper
trigger1 = time = 0 && random < 666
ID = 2000
stateno = 2193
postype = p1
pos = 0,0
name = "yan_intro"

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;ヤン（イントロ）
[Statedef 2193]
type = A
physics = N
ctrl = 0
anim = 2193
sprpriority = -1
velset = 0,0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2193, random%2

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 20
value = 40, 1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 22
value = 100, 2

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 21
trigger2 = AnimElem = 23
trigger3 = AnimElem = 25
x = -16

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 22
trigger2 = AnimElem = 24
trigger3 = AnimElem = 27
x = -32

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 26
x = -24

[State 190, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
poweradd = 200
movetype = A
physics = S

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195, random%2

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 20
movetype = I



[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -99

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type    = S
movetype = A
physics = S
juggle = 7
velset = 0,0
ctrl = 0
anim = 200
;poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 0

;[State 200, Voice]
;type = PlaySnd
;trigger1 = AnimElem = 1 && Random <= 500
;value = 0, random%2
;channel = 0

;[State 105, 1]
;type = statetypeset
;trigger1 = AnimElem = 3
;movetype = I

[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Light
;air.animtype = back
;fall.animtype = back
;priority = 2,Hit
damage = 15,1
getpower = 25,12
givepower = 12,6
pausetime = 11, 11
;guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -73
hitsound = S2, 0
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 11
ground.hittime  = 12
air.slidetime = 4
air.hittime  = 4
ground.velocity = -4
air.velocity = -2, -2
;ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
;air.cornerpush.veloff = 0
persistent = 0
air.fall = 1
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

;[State 3001, VarSet]
;type = VarSet
;trigger1 = 1
;ignorehitpause = 1
;var(38) = -10

;[State 3001, VarSet]
;type = VarSet
;trigger1 = 1
;ignorehitpause = 1
;var(39) = -66

;[State 860, 5]
;type = VarSet
;trigger1 = time = 0
;var(6) = 0

;[State -2, Combo]
;type = VarSet
;triggerall = AnimElemTime(2) >= 0
;triggerall = !var(6)
;trigger1 = command = "a"
;trigger1 = command != "holddown" && Command != ;"holdfwd" && Command != "holdback"
;var(6) = 1

;[State 901, State End]
;type = ChangeState
;triggerall = AnimElemTime(2) > 0
;triggerall = var(36) = [1,2]
;trigger1 = var(6)
;value = 310
;ignorehitpause = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち中パンチ
[Statedef 210]
type    = S
movetype = A
physics = S                    
juggle = 7
velset = 0,0                 
ctrl = 0
anim = 210
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 1

;[State 210, Voice]
;type = PlaySnd
;trigger1 = AnimElem = 3 && Random <= 500
;value = 0, 1+(random%2)
;channel = 0

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 4
Anim = 7000
pos = 36, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 210, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 35,2
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -20, -72
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 13+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 10
ground.velocity = -8
air.velocity = -3, -3
ground.cornerpush.veloff = -11.9*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 40,14
givepower = 20,12
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -72

[State 860, 5]
type = VarSet
trigger1 = time = 0
var(6) = 0

;[State -2, Combo]
;type = VarSet
;triggerall = AnimElemTime(4) >= 0
;triggerall = !var(6)
;trigger1 = command = "z"
;trigger1 = command != "holddown" && Command != ;"holdfwd" && Command != "holdback"
;var(6) = 1

;[State 901, State End]
;type = ChangeState
;triggerall = AnimElemTime(4) > 0
;triggerall = var(36) = [1,2]
;trigger1 = var(6)
;value = 330
;ignorehitpause = 0

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;近距離立ち中パンチ
[Statedef 211]
type    = S
movetype = A
physics = S                    
juggle = 7
velset = 0,0                 
ctrl = 0
anim = 211
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 ;&& Random <= 500
value = 0, 0
channel = 0

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 3
Anim = 7000
pos = 16, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 210, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 50,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -70
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 15
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 10
ground.velocity = -6.5
guard.velocity = -6.5
air.velocity = -4, -2
;ground.cornerpush.veloff = -11.9*(2-(var(16)>0))/2
;air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -70

[State 860, 5]
type = VarSet
trigger1 = time = 0
var(6) = 0

;[State -2, Combo]
;type = VarSet
;triggerall = AnimElemTime(3) >= 0
;triggerall = !var(6)
;trigger1 = command = "z"
;trigger1 = command != "holddown" && Command != ;"holdfwd" && Command != "holdback"
;var(6) = 1

[State 901, State End]
type = ChangeState
triggerall = AnimElemTime(3) > 0
triggerall = var(36) = [1,2]
trigger1 = var(6)
value = 330
ignorehitpause = 0

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[Statedef 220]
type    = S
movetype = A
physics = S
juggle = 7
ctrl = 0
velset = 0,0
anim = 220
;;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 2
channel = 1

;[State 220, Voice]
;type = PlaySnd
;trigger1 = AnimElem = 4 && Random <= 500
;value = 0, 1+(random%2)
;channel = 0

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 5
Anim = 7010
pos = 36, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 220, 1]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 55,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -68
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 15
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 12
ground.velocity = -9
;guard.velocity = -9.5
air.velocity = -4, -2
ground.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0              
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -58

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;近距離立ち強パンチ
[Statedef 221]
type    = S
movetype = A
physics = S
juggle = 7
ctrl = 0
velset = 0,0
anim = 221
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1

;[State 221, Voice]
;type = PlaySnd
;triggerall = prevstateno != 830
;trigger1 = AnimElem = 3 && Random <= 500
;value = 0, 1+(random%2)
;channel = 0



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7
movetype = I

[State 221, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Heavy
;air.animtype = up
;fall.animtype = up
priority = 5,Hit
damage = 50,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -30, -41
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 15+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 12
ground.velocity = -11*(2-(var(16)>0))/2
guard.velocity = -10.5
air.velocity = -3, -4
ground.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0            
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 221, 1]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Heavy
;air.animtype = up
;fall.animtype = up
priority = 5,Hit
damage = 30
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -78
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 15+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 12
ground.velocity = -11*(2-(var(16)>0))/2
guard.velocity = -10.5
air.velocity = -3, -4
ground.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0              
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = ifelse((animelemtime(5) < 0),-31,-78)

[State 221, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype = A
physics = S
juggle = 7
velset = 0,0
ctrl = 0
anim = 230
;poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3

;[State 230, Voice]
;type = PlaySnd
;trigger1 = AnimElem = 2 && Random <= 500
;value = 0, random%2
;channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 230, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = 20,1
getpower = 25,12
givepower = 12,6
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -33
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 11
ground.hittime = 12
air.hittime = 12
guard.ctrltime = 10
ground.velocity = -4
guard.velocity = -4
air.velocity = -2, -2
;ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
;air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -33

[State 230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中キック
[Statedef 240]
type    = S
movetype = A
physics = S                    
juggle = 9
velset = 0,0                 
ctrl = 0
anim = 240
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

;[State 240, Voice]
;type = PlaySnd
;trigger1 = AnimElem = 2 && Random <= 500
;value = 0, 1+(random%2)
;channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 240, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MA
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 40,2
getpower = 40,14
givepower = 20,12
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -20, -97
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 9+(var(41)*3)
ground.hittime = 10+(var(41)*3)
air.hittime = 10+(var(41)*3)
guard.ctrltime = 10
ground.velocity = -1,ifelse((-9*(.85**var(2)))>-5.5,-5.5,-9*(.85**var(2)))
guard.velocity = -8
air.velocity = -1,ifelse((-9*(.85**var(2)))>-5.5,-5.5,-9*(.85**var(2)))
ground.cornerpush.veloff = -11.9*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .38

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -97

;[State 100, 4]
;;type = ChangeState
;triggerall = animelemtime(3) >= 0
;trigger1 = var(36) = [1,2]
;trigger1 = command = "longjump"
;value = 40
;ignorehitpause = 0

[State 440, 7]
type = ChangeState
triggerall = Command = "holdup"
trigger1 = MoveContact
trigger2 = ProjContact240 = 1
value = 40
ctrl = 1


[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中キック
[Statedef 240112]
type    = S
movetype = A
physics = S                    
juggle = 9
velset = 0,0                 
ctrl = 0
anim = 120011
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

;[State 220, Position]
;type = PosSet
;trigger1 = AnimElem = 1
;y = 0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 ;&& Random <= 500
value = 0, 3
channel = 0

;[State 105, 1]
;type = statetypeset
;trigger1 = AnimElem = 5
;movetype = I

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 55,3
animtype = light
getpower = 60,16
givepower = 30,22
hitflag = HA 
guardflag = M
priority = 3
pausetime = 9,12
sparkno = 2                   
sparkxy = -10,-100
guard.sparkno = 40
hitsound   = S2, 5
guardsound = s1,0
ground.type = High
ground.slideTime = 9
ground.hitTime  = 10
air.hitTime = 10
ground.velocity = -0.2, -6.7
air.velocity = -0.2,-6
airguard.velocity = -2,-2
fall = 1
fall.recover = 1

;[State 3001, VarSet]
;type = VarSet
;trigger1 = 1
;ignorehitpause = 1
;var(38) = -20

;[State 3001, VarSet]
;type = VarSet
;trigger1 = 1
;ignorehitpause = 1
;var(39) = -97

;[State 100, 4]
;;type = ChangeState
;triggerall = animelemtime(3) >= 0
;trigger1 = var(36) = [1,2]
;trigger1 = command = "longjump"
;value = 40
;ignorehitpause = 0

[State 440, 7]
type = ChangeState
triggerall = Command = "holdup"
trigger1 = MoveContact
trigger2 = ProjContact240 = 1
value = 40
ctrl = 1


[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち強キック
[Statedef 250]
type    = S
movetype = A
physics = S
juggle = 7
ctrl = 0
velset = 0,0
anim = 250
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 220, Position]
type = PosAdd
trigger1 = animelem = 4
x = 12

[State 250, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1

[State 250, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 ;&& Random <= 500
value = 0, 1
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7
movetype = I

[State 250, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 60,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -60
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 11+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 12
ground.velocity = -4, -5.25
guard.velocity = -10.5
air.velocity = -4, -5.25
ground.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0             
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 250, 1]
type = Hitdef
triggerall = prevstateno = 830
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MA
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 60,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -60
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 11+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 12
ground.velocity = -8,-5
guard.velocity = -9.5
air.velocity = -8,-5 
ground.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0            
persistent = 0
fall = 1
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -60

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離立ち強キック
[Statedef 251]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 251
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 1.5
y = -4.5

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(4) > 0
x = .98

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = .4

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

[State 251, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
value = 3, 5
channel = 1


[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 11
movetype = I

[State 251, 1]
type = Hitdef
trigger1 = AnimElem = 5
attr = A, NA
hitflag = MAF
guardflag = M
animtype = Heavy
;air.animtype = back
;fall.animtype = back
;priority = 5,Hit
damage = 40,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -93
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 11+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 12
ground.velocity = -3, -7.5
guard.velocity = -10.5
air.velocity = -3, -7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -15.4*(2-(var(16)>0))/2      
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 251, 1]
type = Hitdef
trigger1 = AnimElem = 7
attr = A, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 30,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -93
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 11+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 12
ground.velocity = -3, -7.5
guard.velocity = -10.5
air.velocity = -3, -7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -15.4*(2-(var(16)>0))/2          
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -93

[State 105, 3]
type = ChangeState
triggerall = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 252

;---------------------------------------------------------------------------
;近距離立ち強キック（着地）
[Statedef 252]
type    = S
physics = S
ctrl = 1
anim = 252
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype = A
physics = C
juggle = 7
ctrl = 0
anim = 400
;poweradd = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 400, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 0
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 400, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MA
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = 15,1
getpower = 25,12
givepower = 12,6
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -50
hitsound = S2, 0
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 10
ground.velocity = -4
guard.velocity = -4
air.velocity = -2, -2
;ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
;air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -50

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type    = C
movetype = A
physics = C
juggle = 7
ctrl = 0
anim = 410
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 410, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 1
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 410, 2]
type = Hitdef
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 35,2
getpower = 40,14
givepower = 20,12
pausetime = 11,11
;guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -10, -50
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 14
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 10
ground.velocity = -6
guard.velocity = -6
air.velocity = -3, -3
;ground.cornerpush.veloff = -11.9*(2-(var(16)>0))/2
;air.cornerpush.veloff = 0
;getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
;givepower = 35, 35
persistent = 0
air.fall = 0
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -50

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type    = C
movetype = A
physics = C
juggle = 7
ctrl = 0
anim = 420
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 420, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 420, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MA
guardflag = M
animtype = Heavy
air.animtype = up
fall.animtype = up
priority = 5,Hit
damage = 55,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -43
hitsound = S2, 2
guardsound = S1, 0
guard.ctrltime = 17
guard.velocity = -10.5
ground.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
;getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -3, -6
air.velocity = -3,-6
air.hittime = 10
fall = 1


[State 420, 1]
type = Hitdef
triggerall = var(36) != [1,2]
trigger1 = AnimElem = 4
attr = C, NA
hitflag = MA
guardflag = M
animtype = Heavy
air.animtype = up
fall.animtype = up
priority = 5,Hit
damage = 30,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -20, -43
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3, -6
air.velocity = -2,-6
air.hittime = 11
fall = 1
air.type = High
guard.ctrltime = 17
guard.velocity = -10.5
ground.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5



[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = ifelse((animelemtime(4) < 0),-23,-96)

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type    = C
movetype = A
physics = C
juggle = 7
ctrl = 0
anim = 430
;poweradd = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 430, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 430, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MA
guardflag = L
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = 20,1
getpower = 25,12
givepower = 12,6
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -3
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 10
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5.5
air.velocity = -6.4, -4.8
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -3

[State 403, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type    = C                      
movetype = A
physics = C                    
juggle = 7
velset = 0,0                 
ctrl = 0
anim = 440  
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 440, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 4
channel = 1


[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 440, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = C, NA
hitflag = MA
guardflag = L
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 40,2
getpower = 40,14
givepower = 20,12
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -10, -4
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 9+(var(41)*3)
ground.hittime = 10+(var(41)*3)
air.hittime = 10+(var(41)*3)
guard.ctrltime = 10
ground.velocity = -8.5*(2-(var(16)>0))/2
guard.velocity = -8
air.velocity = -6.4, -4.8
ground.cornerpush.veloff = -11.9*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -4


[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 450]
type    = C
movetype = A
physics = C
juggle = 7
ctrl = 0
anim = 450
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 220, Position]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 4
x = 12

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 450, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = C, NA
hitflag = MA
guardflag = L
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 60,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -4
hitsound = S2, 5
guardsound = S1, 0
ground.type = Trip
air.type = High
ground.slidetime = 9+(var(41)*4)
guard.slidetime = 10+(var(41)*4)
ground.hittime = 10+(var(41)*4)
air.hittime = 10
guard.ctrltime = 10
ground.velocity = -.7,-6.25
guard.velocity = -10.5
air.velocity = -.7,-6.25
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -13        
yaccel = .5
air.fall = 1
fall = 1
fall.recover = !var(16)
air.recover = !var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -4

[State 860, 5]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State -2, Combo]
type = VarSet
triggerall = AnimElemTime(4) >= 0
triggerall = !var(6)
trigger1 = command = "c"
trigger1 = command != "holddown" && Command != "holdfwd" && Command != "holdback"
var(6) = 1

[State 901, State End]
type = ChangeState
triggerall = AnimElemTime(4) > 0
triggerall = var(36) = [1,2]
trigger1 = var(6)
value = 350
ignorehitpause = 0

[State 450, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type    = A
movetype = A
physics = N
juggle = 8                  
ctrl = 0
anim = 600
;poweradd = 0

[State 600, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 600, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = 15,1
getpower = 25,12
givepower = 12,6
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -70
hitsound = S2, 0
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 12
ground.velocity = -3*(2-(var(16)>0))/2
air.velocity = -2, -2
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -70

[State 860, 5]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State -2, Combo]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = !var(6)
trigger1 = command = "z"
trigger1 = command != "holddown" && Command = "holdfwd" && Command != "holdback"
var(6) = 1

[State 901, State End]
type = ChangeState
triggerall = AnimElemTime(2) > 0
triggerall = AnimElemTime(10) < 0
triggerall = var(36) = [1,2]
trigger1 = var(6)
value = 710
ignorehitpause = 0

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;ジャンプ中パンチ
[Statedef 610]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 610
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

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



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 610, 2]
type = Hitdef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 35,2
getpower = 40,14
givepower = 20,12
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -10, -55
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 15
ground.velocity = -4*(2-(var(16)>0))/2
air.velocity = -5, 1
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -55

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;斜めジャンプ強パンチ
[Statedef 620112]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 620
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 620, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 620, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 1,Hit
damage =  60,3
getpower = 60,16
givepower = 30,22
pausetime = 9, 9 ; ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
;guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -10, -55
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
air.velocity = -5, 1
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0 
air.fall = 1  
;persistent = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -94

;[State 3001, VarSet]
;type = VarSet
;trigger1 = 1
;ignorehitpause = 1
;var(38) = -10

;[State 3001, VarSet]
;type = VarSet
;trigger1 = 1
;ignorehitpause = 1
;var(39) = -55

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;斜めジャンプ強パンチ
[Statedef 621]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 621
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 620, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1


[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 620, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage =  55,3
getpower = 60,16
givepower = 30,22
pausetime =  ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -89
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
air.velocity = -4, -3
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0   
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -89

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 630
;poweradd = 0

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7
movetype = I

[State 630, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = 20,1
getpower = 25,12
givepower = 12,6
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -84
hitsound = S2, 3
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 12
ground.velocity = -3*(2-(var(16)>0))/2
air.velocity = -3, -3
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -84

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;ジャンプ中キック
[Statedef 640]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 640
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 640, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4
channel = 1



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 640, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 40,2
getpower = 40,14
givepower = 20,12
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -10, -40
hitsound = S2, 4
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 15
ground.velocity = -4*(2-(var(16)>0))/2
air.velocity = -4, -1
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -40

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;----------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 650]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 650
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 650, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1


[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 650, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 65,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -94
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -94

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;----------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 65011]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 70011
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 650, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1


[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 650, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 1,Hit
damage = 60,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = 0, -24
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
air.velocity = -2.4, 2
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -94

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52


;---------------------------------------------------------------------------
;旋風脚
[Statedef 300]
type    = S
movetype = A
physics = S                    
juggle = 8
velset = 0,0                 
ctrl = 0
anim = 300
;poweradd = ;17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 901,1]
type = posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
x = 8

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 4
y = -3.5

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = .4

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3, 4


[State 240, 1]
type = Hitdef
trigger1 = AnimElem = 7
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 65,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = 1
guard.sparkno = 40
sparkxy = -20, -65
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 15
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 14
ground.velocity = -9
guard.velocity = -9
air.velocity = -4, -3
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -65

[State 105, 3]
;type = ChangeState
;triggerall = AnimElemTime(4) > 0
type = ChangeState
triggerall = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 305

;---------------------------------------------------------------------------
;旋風脚	（着地）
[Statedef 305]
type    = S
physics = S
ctrl = 0
anim = 305
velset = 0,0

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 52, 0
channel = 20

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;白龍連撃（2段目）
[Statedef 310]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3

[State 230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 230, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -33
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 11+(var(41)*2)
ground.hittime = 11+(var(41)*2)
air.hittime = 11+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -3*(2-(var(16)>0))/2
guard.velocity = -5.5
air.velocity = -2, -5.25
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = -3.15*(2-(var(16)>0))/2
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -33

[State 860, 5]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State -2, Combo]
type = VarSet
triggerall = AnimElemTime(3) >= 0
triggerall = !var(6)
trigger1 = command = "y"
trigger1 = command != "holddown" && Command != "holdfwd" && Command != "holdback"
var(6) = 1

[State 901, State End]
type = ChangeState
triggerall = AnimElemTime(3) > 0
triggerall = var(36) = [1,2]
trigger1 = var(6)
value = 320
ignorehitpause = 0

[State 230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;白龍連撃（3段目）
[Statedef 320]
type    = S
movetype = A
physics = S                    
juggle = 8
velset = 0,0                 
ctrl = 0
anim = 320
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 4
Anim = 7000
pos = 36, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 210, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -20, -72
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -4.25*(2-(var(16)>0))/2
guard.velocity = -8
air.velocity = -2, -5.25
ground.cornerpush.veloff = -5.95*(2-(var(16)>0))/2
air.cornerpush.veloff = -3.5*(2-(var(16)>0))/2
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -72

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;白龍通背打（2段目）
[Statedef 330]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 330
;poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 ;&& Random <= 500
value = 0, 2
channel = 0



;[State 105, 1]
;type = statetypeset
;trigger1 = AnimElem = 6
;movetype = I

[State 220, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
;air.animtype = back
;fall.animtype = back
priority = 5,Hit
damage = 60,3
getpower = 60,16
givepower = 30,22
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -70
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 15
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 17
ground.velocity = -9
;guard.velocity = -9.5
air.velocity = -5, -1
;ground.cornerpush.veloff = -7.7*(2-(var(16)>0))/2
;air.cornerpush.veloff = -2.8*(2-(var(16)>0))/2         
;persistent = 0
air.fall = 1
;fall.recover = !var(16)
;air.recover = !var(16)
;yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -58

[State 860, 5]
type = VarSet
trigger1 = time = 0
var(6) = 0

;[State -2, Combo]
;type = VarSet
;triggerall = AnimElemTime(4) >= 0
;triggerall = !var(6)
;trigger1 = command = "z"
;trigger1 = command != "holddown" && Command != ;"holdfwd" && Command = "holdback"
;var(6) = 1

[State 901, State End]
type = ChangeState
triggerall = AnimElemTime(4) > 0
triggerall = var(36) = [1,2]
trigger1 = var(6)
value = 340
ignorehitpause = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;白龍通背打（3段目）
[Statedef 340]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 340
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 220, Position]
type = PosAdd
trigger1 = animelem = 1
x = 30

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3, 2
channel = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 5 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 6
Anim = 7000
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1000, Spark]
type = Explod
triggerall = AnimElemTime(6) > 0
trigger1 = var(36) = [1,2]
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 220, 1]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -20, -54
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -2, -6.5
guard.velocity = -9.5
air.velocity = -2, -6.5
ground.cornerpush.veloff = -7.7*(2-(var(16)>0))/2
air.cornerpush.veloff = -2.8*(2-(var(16)>0))/2
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35                
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;槍雷脚
[Statedef 350]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 350
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 220, Position]
type = PosAdd
trigger1 = animelem = 4
x = 12

[State 250, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1

[State 250, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7
movetype = I

[State 250, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 0
guard.sparkno = 40
sparkxy = -20, -60
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -6.5, -4
guard.velocity = -10.5
air.velocity = -6.5, -4
ground.cornerpush.veloff = -7.7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35              
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -60

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;雷撃蹴
[Statedef 700]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 700
velset = 0,0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = ifelse(Command = "a", 0, ifelse(Command = "b", 1, 2))

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 3+(var(5)*1.5)
y = 3

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = .45

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4
channel = 1

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
channel = 0

[State 640, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -21
hitsound = S2, 4
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*3)
ground.hittime = 12+(var(41)*3)
air.hittime = 12+(var(41)*3)
guard.ctrltime = 15
ground.velocity = -4*(2-(var(16)>0))/2
guard.velocity = -3.5
air.velocity = -4, -5.25
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -21

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 701

;---------------------------------------------------------------------------
;雷撃蹴（着地）
[Statedef 701]
type    = S
physics = S
ctrl = 0
anim = 47
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 52, 1]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

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

;---------------------------------------------------------------------------
;空連捶
[Statedef 710]
type    = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 710
poweradd = 0

[State 620, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1

[State 620, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 620, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage =  ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime =  ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -89
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
guard.velocity = -4.5
air.velocity = -4, -5.25
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35    
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -89

[State 920, 0]
type = VelAdd
trigger1 = 1
y = .4

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;回り込み
[Statedef 800]
type    = S
physics = N
movetype= I
anim = 800
ctrl = 0
velset = 0,0

[State 810, Voice]
type = Playsnd
trigger1 = time = 1
value = ifelse(random<500,800,0),1
channel = 0

[State 810, Voice]
type = Playsnd
trigger1 = time = 1
value = 800,50

[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 5.45

[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 810, HitBy]
type = HitBy
trigger1 = time <= 20
value = SCA, NT,ST,HT

[State 810, Push]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 810, AfterImage]
type = Afterimage
triggerall = !var(16)
trigger1 = AnimElem = 3
time = 15
length = 10
FrameGap = 3
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 810, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガードキャンセル移動（前）
[Statedef 810]
type    = S
physics = N
movetype = I
ctrl = 0
velset = 0,0
poweradd = -1000

[State 180, 1]
type = VarAdd
trigger1 = time = 0
var(50)=500
ignorehitpause = 1



[State 1100, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 810,0
channel = 1

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0
size.xscale = 1
size.yscale = 1

[State 0]
type = pause
trigger1 = time = 1
time = 6
movetime = 6

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 190, 4]
type = ChangeAnim
trigger1 = time <= 12
value = anim

[State 190, 4]
type = ChangeAnim
trigger1 = time = 13
value = 800

[State 810, Voice]
type = Playsnd
triggerall = anim = 800
trigger1 = animelem = 1
value = ifelse(random<500,800,0),1
channel = 0

[State 810, Voice]
type = Playsnd
triggerall = anim = 800
trigger1 = animelem = 1
value = 800,50

[State 810, Velocity]
type = VelSet
triggerall = anim = 800
trigger1 = AnimElem = 2
x = 5.45

[State 810, Velocity]
type = VelSet
triggerall = anim = 800
trigger1 = AnimElem = 9
x = 0

[State 810, HitBy]
type = HitBy
trigger1 = time <= 32
value = SCA, NT,ST,HT

[State 810, Push]
type = PlayerPush
triggerall = anim = 800
trigger1 = AnimElemTime(2) > 0
value = 0

[State 810, AfterImage]
type = Afterimage
triggerall = anim = 800
trigger1 = AnimElem = 3
time = 15
length = 10
FrameGap = 3
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 810, StateChange]
type = Changestate
triggerall = anim = 800
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガードキャンセル移動（後）
[Statedef 820]
type    = A
physics = N
ctrl = 0
poweradd = -1000
velset = 0,0

[State 180, 1]
type = VarAdd
trigger1 = time = 0
var(50)=-1000
ignorehitpause = 1


[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 22

[State 1100, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 810,0
channel = 1

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0
size.xscale = 1
size.yscale = 1

[State 0]
type = pause
trigger1 = time = 1
time = 6
movetime = 6

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 190, 4]
type = ChangeAnim
trigger1 = time <= 12
value = anim

[State 190, 4]
type = ChangeAnim
trigger1 = time = 13
value = 105

[State 800, AfterImage]
type = Afterimage
triggerall = anim = 105
trigger1 = AnimElem = 2
time = 22
length = 10
FrameGap = 3
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 52, Effect]
type = PlaySnd
triggerall = anim = 105
trigger1 = AnimElem = 1
value = 40, 0
channel = 20

[State 1000, Spark]
type = Explod
triggerall = anim = 105
trigger1 = AnimElem = 1
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 105, 1]
type = VelSet
triggerall = anim = 105
trigger1 = AnimElem = 2
x = -6

[State 105, 1]
type = VelMul
triggerall = anim = 105
trigger1 = AnimElemTime(2) > 0
x = .98

[State 105, 3]
type = ChangeState
triggerall = anim = 105
trigger1 = AnimTime = 0
value = 106

;---------------------------------------------------------------------------
;避け
[Statedef 830]
type    = S
physics = S
movetype = I
anim = 830
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 400, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 0
channel = 1

[State 400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
channel = 0

[State 810, Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 800, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NT,ST,HT

[State 800, AfterImage]
type = Afterimage
triggerall = !var(16)
trigger1 = AnimElem = 1
time = 26
length = 10
FrameGap = 6
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 800, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;パワー溜め
[Statedef 850]
type    = S
physics = S
movetype= I
anim = 850
ctrl = 0
velset = 0,0

[State 820, Voice]
type = Playsnd
triggerall = anim = 850
trigger1 = AnimElem = 2
value = 850,0
channel = 0

[State 820, PowerAdd]
type = PowerAdd
triggerall = Anim = 850
trigger1 = 1
value = ifelse(var(20) = 3, 4, 2) * ((time+12)/12)

[State 820, Anim]
type = ChangeAnim
triggerall = !var(59)
trigger1 = (Command != "chargec" || Command != "chargez") || ((power >= 1000 && var(20) = 3) || (power >= 3000 && var(20) = 6))
value = 851
persistent = 0

[State 704, 8]
type = ChangeAnim
triggerall = (var(20) = 3 && !var(14)) || var(20) = 6
triggerall = Time >= 2
triggerall = var(59)
trigger1 = P2MoveType = A && abs(enemynear,Pos X - Pos X) <= 190
trigger2 = ((power >= 1000 && var(20) = 3) || (power >= 3000 && var(20) = 6))
trigger3 = win
value = 851
persistent = 0

[State 820, Voice]
type = Stopsnd
trigger1 = Anim = 851
channel = 0
persistent = 0

[State 3001, Super]
type = Helper
trigger1 = !NumHelper(8500)
trigger1 = Time = 1
id = 8500
name = "Charge"
pos =0,0
postype = P1
stateno = 8500
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1850, ctrlset]
type = ctrlset
triggerall = !ctrl
trigger1 = anim = 851
value = 1

[State 1000, Spark]
type = Explod
triggerall = Anim = 850
trigger1 = AnimElem = 3
Anim = 7000
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 1

[State 820, StateChange]
type = ChangeState
trigger1 = Anim = 851 && AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;パワーMAX発動
[Statedef 860]
type = S
physics = S
movetype= I
anim = 860
ctrl = 0
velset = 0,0

[State 860, 1]
type = Explod
trigger1 = Time = 6
anim = 8415
pos = 0,-60
postype = p1
bindtime = -1
sprpriority = 4
ontop = 0
ownpal = 1
scale = .5,.5
pausemovetime = -1

[State 860, 2]
type = Playsnd
trigger1 = time = 6
value = 6000, 10

[State 860, 2]
type = Playsnd
trigger1 = time = 6
value = 3000, 0
channel = 0

[State 860, 4]
type = PowerAdd
trigger1 = time = 6
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 6
var(15) = 675

[State 860, 5]
type = Varset
trigger1 = time = 6
var(40) = 1

[State 3001, Super]
type = Helper
trigger1 = time = 6
id = 6170
name = "n_gauge"
pos =0,0
postype = P1
stateno = 6170
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)

[State 1850, ctrlset]
type = ctrlset
trigger1 = time = 16
value = 1

[State 860, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;オリコン発動（地上）
[Statedef 870]
type = S
physics = S
movetype = I
anim = 870
ctrl = 0
velset = 0,0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 37
movetime = 37
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0


[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 37

[State 860, 2]
type = Playsnd
trigger1 = time = 4
value = 3000, 0
channel = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(16) = 334

[State 860, 5]
type = Varset
trigger1 = time = 0
var(18) = 1

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(19) = 3000

[State 7000,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50

[State -2, 1]
type = Poweradd
trigger1 = AnimTime = 0
value = -3000
ignorehitpause = 1

[State 860, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;オリコン発動（空中）
[Statedef 875]
type = A
movetype = I
physics = N
anim = 875
ctrl = 0

[State 7050,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 37
movetime = 37
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0



[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 37

[State 860, 2]
type = Playsnd
trigger1 = time = 4
value = 3000, 0
channel = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(16) = 334

[State 860, 5]
type = Varset
trigger1 = time = 0
var(18) = 1

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(19) = 3000

[State 7000,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50

[State -2, 1]
type = Poweradd
trigger1 = AnimTime = 0
value = -3000
ignorehitpause = 1

[State 1850, 9]
type = changestate
trigger1 = AnimTime = 0
value = 876

;------------------------------------------------------------------------------------------
;オリコン発動（空中）（終了）
[Statedef 876]
type = A
movetype = I
physics = N
anim = 4030
ctrl = 1

[State 903, Vel]
type = Gravity
trigger1 = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;投げ（掴みモーション）
[Statedef 900]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = ifelse(Command = "z", 910, 900)

[State 900, 1]
type = HitDef
triggerall = Anim = 910
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 901
p2stateno = 906
guard.dist = 0

[State 900, 1]
type = HitDef
triggerall = Anim = 900
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 911
p2stateno = 906
guard.dist = 0



[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 900, 1
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ（掴みモーション）
[Statedef 900111]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = ifelse(Command = "z", 900, 900)

[State 900, 1]
type = HitDef
triggerall = Anim = 900
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 901
p2stateno = 906
guard.dist = 0

[State 900, 1]
type = HitDef
triggerall = Anim = 900
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 901
p2stateno = 906
guard.dist = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 900, 1
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;肘撃
[Statedef 901]
type    = S
movetype = A
physics = N
velset = 0,0

[State 10000, 1]
type = VarSet
trigger1 = Time = 0
fvar(2) = 0

[State 10000, 1]
type = VarSet
triggerall = Time < 7 && !fvar(2)
trigger1 = ((Target,Command = "holdfwd") || (Target,Command = "holdback")) && ((Target,Command = "y") || (Target,Command = "z"))
fvar(2) = 1

[State 810,TargetBind]
type = TargetBind
trigger1 = Time < 7 && fvar(2)
pos = 40, 0

[State 810,TargetBind]
type = ChangeState
trigger1 = Time < 7 && fvar(2)
value = 950

[State 1201, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 905

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 901
persistent = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 45,0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900, 0
channel = 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2, 2

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 4
Anim = 7000
pos = 16, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 4
Anim = F2
pos = 52,-68
postype = p1
ownpal = 1
ignorehitpause = 1
bindtime = 1
removeongethit = 1
ontop = 1

[State 901,1]
type = targetBind
trigger1 = animelem = 1
pos = 50,0
postype = P1
time = -1

[State 901,1]
type = targetBind
trigger1 = animelem = 4
pos = 50,0
postype = P1
time = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -80

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60



[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;肘撃（相手）1
[Statedef 905]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(5) < 0
value = 1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 905

[State 903, Vel]
type = VelSet
trigger1 = AnimElem = 5
x = -4.5
y = -6

[State 903, Vel]
type = veladd
trigger1 = AnimElemTime(5) > 0
y = 0.49

[State 40, Position]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
x = ceil((14-time)/4)*ifelse(time%2=1,1,-1)

;[State 903, EnvShake]
;type = EnvShake
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
;time = 10

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 903, 2]
type = SelfState
trigger1 = AnimElemTime(5) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;投げ（相手）
[Statedef 906]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 1205, ChangeState]
type =  selfstate
trigger1 = Time > 5
value = 5100

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

;---------------------------------------------------------------------------
;モンキーフリップ
[Statedef 911]
type    = S
movetype = A
physics = S
velset = 0,0

[State 10000, 1]
type = VarSet
trigger1 = Time = 0
fvar(2) = 0

[State 10000, 1]
type = VarSet
triggerall = Time < 4 && !fvar(2)
trigger1 = ((Target,Command = "holdfwd") || (Target,Command = "holdback")) && ((Target,Command = "b") || (Target,Command = "c"))
fvar(2) = 1

[State 810,TargetBind]
type = TargetBind
trigger1 = Time < 4 && fvar(2)
pos = 30, 0

[State 810,TargetBind]
type = ChangeState
trigger1 = Time < 4 && fvar(2)
value = 950

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 911
persistent = 0

[State 1201, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 915

[State 3001, Width]
type = Width
trigger1 = animelemtime(10) < 0
edge = 30,0

[State 3001, Width]
type = Width
trigger1 = animelemtime(10) = 0
edge = 105,0

[State 901, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 900, 0
channel = 1

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 911
persistent = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 0
channel = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 12
value = 800, 1
channel = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 16
value = 52, 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5100, 0

[State 1000, Spark]
type = Explod
trigger1 = animelemtime(1) = 1
Anim = 7810
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
bindtime = -1

[State 901,1]
type = targetBind
trigger1 = animelem = 1
pos = -56,0
postype = P1
time = -1

[State 901,1]
type = targetBind
trigger1 = AnimElem = 4
pos = -20,0
postype = P1
time = -1

[State 901,1]
type = targetBind
trigger1 = AnimElem = 7
pos = 0,-72
postype = P1
time = -1

[State 901,1]
type = targetBind
trigger1 = AnimElem = 8
pos = 0,-51
postype = P1
time = -1

[State 901,1]
type = targetBind
trigger1 = AnimElem = 9
pos = 34, -41
postype = P1
time = -1

[State 901,1]
type = targetBind
trigger1 = animelem = 10
pos = 62, -33
postype = P1
time = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -90

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 70

[State 1300,Turn]
type = Turn
trigger1 = AnimTime = 0

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;モンキーフリップ（相手）
[Statedef 915]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 915

[State 1300,Turn]
type = Turn
triggerall = anim = 915
trigger1 = AnimTime = 0

[State 902, 1]
type = ChangeAnim
triggerall = anim = 915
trigger1 = AnimTime = 0
value = 5160

[State 901,1]
type = SprPriority
triggerall = anim = 915
trigger1 = animelem = 3
value = 2

[State 901,1]
type = SprPriority
triggerall = anim = 915
trigger1 = animelem = 4
value = -1

[State 1201, screenbound]
type = screenbound
trigger1 = anim = 915
value = 1

[State 903, Vel]
type = VelSet
triggerall = anim = 915
trigger1 = AnimElemTime(5) = 0
x = -4.5
y = -5.5

[State 903, Vel]
type = veladd
trigger1 = anim = 5160
y = 0.49

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

;[State 903, EnvShake]
;type = EnvShake
;triggerall = anim = 5160
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
;time = 20

[State 903, 2]
type = SelfState
triggerall = anim = 5160
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;絶招歩法
[Statedef 1000]
type    = S
movetype = A
physics = N
juggle = 7
anim = 1000
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "hohou1", 0,)

;[State 903, Anim]
;type = ChangeAnim
;trigger1 = Time = 0
;value = ifelse(!var(5), 1000, 

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 13 && var(5) != 2
trigger2 = AnimElem = 14 && var(5) = 2
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2
channel = 0

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,10

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 2.5
y = -3.0

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = .4

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
physics = N

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 2
x = 5

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 7020
pos = -20,0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ID = 7020
sprpriority = 2

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage= 30,4
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -81
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.5,-4.5
guard.velocity = -9
air.velocity = -6.5,-4.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(5) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1005

;---------------------------------------------------------------------------
;絶招歩法
[Statedef 100011]
type    = S
movetype = A
physics = N
juggle = 7
anim = 1010
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "hohou2", 1,)

;[State 903, Anim]
;type = ChangeAnim
;trigger1 = Time = 0
;value = ifelse(var(5) = 1, 1010,)

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 13 && var(5) != 2
trigger2 = AnimElem = 14 && var(5) = 2
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2
channel = 0

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,10

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = ifelse(var(5)=0,5.5,ifelse(var(5)=1,8,10.5))
y = -3.5-(var(5)*.25)

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = .4

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
physics = N

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 2
x = 5

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 7020
pos = -20,0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ID = 7020
sprpriority = 2

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage= 60,5
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -81
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.5,-4.5
guard.velocity = -9
air.velocity = -6.5,-4.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(5) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1005

;---------------------------------------------------------------------------
;絶招歩法
[Statedef 100012]
type    = S
movetype = A
physics = N
juggle = 7
anim = 1020
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "hohou1", 0, ifelse(Command ;= "hohou2", 1, 2))

;[State 903, Anim]
;type = ChangeAnim
;trigger1 = Time = 0
;value = ifelse(var(5) = 1,1020)

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 13 && var(5) != 2
trigger2 = AnimElem = 14 && var(5) = 2
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2
channel = 0

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100,10

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 7.0
y = -4.5

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = .4

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
physics = N

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 2
x = 5

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 7020
pos = -20,0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ID = 7020
sprpriority = 2

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage= 80,6
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -81
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.5,-4.5
guard.velocity = -9
air.velocity = -6.5,-4.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(5) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1005

;---------------------------------------------------------------------------
;絶招歩法（着地）
[Statedef 1005]
type    = S
physics = S
ctrl = 0
anim = 1005
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;---------------------------------------------------------------------------
;鉄山靠
[Statedef 1100]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = ifelse(Command = "tetsuzankou1", 0, ifelse(Command = "tetsuzankou2", 1, 2))

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(5), 1100, ifelse(var(5) = 1, 1110, 1120))

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,2

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 40,0

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(4) = 1
x = ifelse(!var(5), 6, ifelse(var(5) = 1, 12, 15))

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
x = ifelse(var(5) = 2, 15, 5)

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(5) = 1
trigger2 = AnimElemTime(6) = 1
x = ifelse(var(5) = 2, 15, 4)

[State 220, Position]
type = PosAdd
triggerall = var(5)
trigger1 = AnimElem = 7
x = 20

[State 1400, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1100, HitDef]
type = HitDef
triggerall = !var(5)
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 45,4
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8,0
guard.velocity = -9
air.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .55
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
triggerall = var(5)
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 45,4
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -60
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
guard.velocity = -9
air.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .55
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -60

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

;---------------------------------------------------------------------------
;鉄山靠
[Statedef 110011]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 1400, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "tetsuzankou1", 0, ;ifelse(Command = "tetsuzankou2", 1, 2))

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 1110 

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,2

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 40,0

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(4) = 1
x = 15

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
x = 15

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(5) = 1
trigger2 = AnimElemTime(6) = 1
x = ifelse(var(5) = 2, 15, 4)

[State 220, Position]
type = PosAdd
triggerall = var(5)
trigger1 = AnimElem = 7
x = 15

[State 1100, HitDef]
type = HitDef
triggerall = !var(5)
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 55,5
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8,0
guard.velocity = -9
air.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .55
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
triggerall = var(5)
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 55,5
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -60
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
guard.velocity = -9
air.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .55
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -60

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

;---------------------------------------------------------------------------
;鉄山靠
[Statedef 110012]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 1400, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "tetsuzankou1", 0, ;ifelse(Command = "tetsuzankou2", 1, 2))

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 1120 

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,2

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 40,0

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(4) = 1
x = 25

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
x = 25

[State 220, Position]
type = PosAdd
trigger1 = AnimElemTime(5) = 1
trigger2 = AnimElemTime(6) = 1
x = ifelse(var(5) = 2, 15, 4)

[State 220, Position]
type = PosAdd
triggerall = var(5)
trigger1 = AnimElem = 7
x = 25

[State 1100, HitDef]
type = HitDef
triggerall = !var(5)
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 65,6
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8,0
guard.velocity = -9
air.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .55
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
triggerall = var(5)
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 65,6
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -60
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
guard.velocity = -9
air.velocity = -.2,ifelse((-11.3*(.9**var(33)))>-5.5,-5.5,-11.3*(.9**var(33)))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -15.4*(2-(var(16)>0))/2
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .55
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -60

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


;---------------------------------------------------------------------------
;穿弓腿
[Statedef 1200]
type    = S
movetype = A
physics = N
juggle = 10
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = ifelse(Command = "senkyutai1", 0, ifelse(Command = "senkyutai2", 1, 2))

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(5), 1200, ifelse(var(5) = 1, 1210, 1220))

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8 && !var(5)
trigger2 = AnimElem = 13 && var(5) = 1
trigger3 = AnimElem = 14 && var(5) = 2
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,5

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,1

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = .25+var(5)
y = ifelse(!var(5), -4, ifelse(var(5) = 1, -8, -10.5))

[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(5) > 0
y = .5

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(5) > 0
x = .97

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 8

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 5
x = 16

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype = Hard
ground.type = Low
air.type = Low
damage=ceil(ifelse(((50+(var(5)*7))*fvar(10))<7,7,((60+(var(5)*7))*fvar(10)))),ceil(ifelse(((70+(var(5)*7))*fvar(10)/8)<7,7,((70+(var(5)*7))*fvar(10)/8)))
getpower = 90,60
givepower = 60,44
;priority  = 7, Hit
hitflag = HAF
guardflag = M
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -71
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
;guard.ctrltime = 14
ground.velocity = -4,-9.5
guard.velocity = -5
air.velocity = -4,-9.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(5) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1205

;---------------------------------------------------------------------------
;穿弓腿（着地）
[Statedef 1205]
type    = S
physics = S
ctrl = 0
anim = ifelse(!var(5), 1205, 1215)
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;---------------------------------------------------------------------------
;ガードキャンセル攻撃
[Statedef 1800]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0

[State 180, 1]
type = VarAdd
trigger1 = time = 0
var(50)=1000
ignorehitpause = 1

[State 860, 4]
type = PowerAdd
triggerall = !var(20) || var(20) = 4 || var(20) = 6
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = var(20) = 3
trigger1 = time = 0
value = -3000



[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 17

[State 1100, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 810,0
channel = 1

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0
size.xscale = 1
size.yscale = 1

[State 0]
type = pause
trigger1 = time = 1
time = 6
movetime = 6

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 190, 4]
type = ChangeAnim
trigger1 = time <= 12
value = anim

[State 190, 4]
type = ChangeAnim
trigger1 = time = 13
value = 1250

[State 1100, Voice]
type = PlaySnd
triggerall = anim = 1250
trigger1 = AnimElem = 4
value = 0,3
channel = 0

[State 1100, Voice]
type = PlaySnd
triggerall = anim = 1250
trigger1 = AnimElem = 4
value = 3,5

[State 100, Effect]
type = PlaySnd
triggerall = anim = 1250
trigger1 = AnimElem = 5
value = 40,1

[State 1100, StateType]
type = StateTypeSet
triggerall = anim = 1250
trigger1 = AnimElem = 5
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
triggerall = anim = 1250
trigger1 = AnimElem = 5
x = 1.25
y = -8

[State 1100, Gravity]
type = Veladd
triggerall = anim = 1250
trigger1 = AnimElemTime(5) > 0
y = .5

[State 1100, Velocity]
type = VelMul
triggerall = anim = 1250
trigger1 = AnimElemTime(5) > 0
x = .97

[State 220, Position]
type = PosAdd
triggerall = anim = 1250
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 8

[State 220, Position]
type = PosAdd
triggerall = anim = 1250
trigger1 = AnimElem = 5
x = 16

[State 1100, HitDef]
type = HitDef
triggerall = anim = 1250
trigger1 = AnimElem = 5
attr = A, SA
animtype  = diagup
air.animtype  = diagup
damage=ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -10, -71
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7.5
guard.velocity = -9
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0,0
givepower = 35, 35
kill = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 1100, ChangeState]
type = ChangeState
triggerall = anim = 1250
triggerall = animelemtime(5) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1255

;---------------------------------------------------------------------------
;ガードキャンセル攻撃（着地）
[Statedef 1255]
type    = S
physics = S
ctrl = 0
anim = 1215
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;---------------------------------------------------------------------------
;虎撲子
[Statedef 1300]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "kobokushi1") 

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 1300

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3, 2
channel = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1
channel = 0

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1300, 0

;[State 903, EnvShake]
;type = EnvShake
;trigger1 = AnimElem = 6
;time = 20
;ampl = 3

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 6
Anim = ifelse(var(5) = 2, 7030, 7010)
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = ifelse(var(5) = 2, 2, -1)

[State 1000, Spark]
type = Explod
triggerall = AnimElemTime(6) > 0
trigger1 = var(36) = [1,2]
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 40,4
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -54
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7.5
guard.velocity = -4
air.velocity = -4,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 1000, Proj]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1305
Projhitanim = -1
Projremanim = -1
Projremovetime = 11
offset = 0, 0
projpriority = 7
velocity = 0
attr = S, SP
damage= 40,4
getpower = 90,60
givepower = 60,44
animtype = heavy
hitflag = P
guardflag = 
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = 0, 0
hitsound = S9999,99
guardsound = S9999,99
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0;17
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
air.juggle = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
ProjID = 1305

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;虎撲子
[Statedef 130011]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "kobokushi2")

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 1310

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3, 2
channel = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1
channel = 0

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1300, 0

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 10
ampl = 2

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 6
Anim = ifelse(var(5) = 2, 7030, 7010)
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = ifelse(var(5) = 2, 2, -1)

[State 1000, Spark]
type = Explod
triggerall = AnimElemTime(6) > 0
trigger1 = var(36) = [1,2]
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 60,5
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -54
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-7.6
guard.velocity = -4
air.velocity = -4,-7.6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 1000, Proj]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1305
Projhitanim = -1
Projremanim = -1
Projremovetime = 11
offset = 0, 0
projpriority = 7
velocity = 0
attr = S, SP
damage= 60,5
getpower = 90,60
givepower = 60,44
animtype = heavy
hitflag = P
guardflag = 
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = 0, 0
hitsound = S9999,99
guardsound = S9999,99
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0;17
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
air.juggle = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
ProjID = 1305

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;虎撲子
[Statedef 1300111]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
;poweradd = ;70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

;[State 1100, VarSet]
;type = VarSet
;trigger1 = Time = 0
;var(5) = ifelse(Command = "kobokushi2")

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 1310

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3, 2
channel = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1
channel = 0

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1300, 0

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 20
ampl = 3

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 6
Anim = ifelse(var(5) = 2, 7030, 7010)
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = ifelse(var(5) = 2, 2, -1)

[State 1000, Spark]
type = Explod
triggerall = AnimElemTime(6) > 0
trigger1 = var(36) = [1,2]
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage= 80,6
getpower = 90,60
givepower = 60,44
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = 2
guard.sparkno = 40
sparkxy = -20, -54
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-8
guard.velocity = -4
air.velocity = -4,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 1000, Proj]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1305
Projhitanim = -1
Projremanim = -1
Projremovetime = 11
offset = 0, 0
projpriority = 7
velocity = 0
attr = S, SP
damage= 80,6
getpower = 90,60
givepower = 60,44
animtype = heavy
hitflag = P
guardflag = 
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = 0, 0
hitsound = S9999,99
guardsound = S9999,99
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0;17
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
air.juggle = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
ProjID = 1305

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;虎撲子（フェイント）
[Statedef 1350]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
anim = 1350
ctrl = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;前方転身（掴み）
[Statedef 1400]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 900, 1]
type = HitDef
triggerall = P2MoveType != H
trigger1 = (P2StateNo != [150,155]) || !var(16)
trigger1 = AnimElem = 2
attr = S, ST
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = -1
p2facing = 1
p1stateno = 1401
p2stateno = 1406
guard.dist = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35
fall = 0
air.fall = 0
fall.recover = 0
air.recover = 0

[State 900, 1]
type = HitDef
trigger1 = var(16)
trigger1 = AnimElem = 2
attr = S, ST
hitflag = M  
priority = 3, Miss    
sparkno = -1            
p1facing = -1
p2facing = 1
p1stateno = 1401
p2stateno = 1406
guard.dist = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35
fall = 0
air.fall = 0
fall.recover = 0
air.recover = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 900, 1
channel = 1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;前方転身
[Statedef 1401]
type    = S
movetype = A
physics = N
velset = 0,0

[State 1501, Throw]
type = TargetState
trigger1 = Time = 0
value = 1405

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 1401
persistent = 0

[State 3001, Width]
type = Width
trigger1 = animelemtime(13) <= 0
edge = 45,0

[State 1501, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900, 0
channel = 1

[State 1501, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
channel = 0

[State 1501, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40, 1

[State 901,1]
type = SprPriority
trigger1 = animelem = 6
value = -2

[State 901,1]
type = SprPriority
trigger1 = animelem = 12
value = 0

[State 901,1]
type = targetBind
trigger1 = animelem = 1
pos = -60,0
postype = P1
time = -1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
pos = -40,64,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
pos = -5,25,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(8) < 0
pos = 0,25,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) < 0
pos = 5,25,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(10) < 0
pos = 7,26,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(11) < 0
pos = 24,28,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(12) < 0
pos = 45,49,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(13) < 0
pos = 51,82,Head
time = 1

[State 901,1]
type = BindToTarget
trigger1 = animelem = 13
pos = 70,0,foot
time = 1

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

;---------------------------------------------------------------------------
;前方転身（相手）
[Statedef 1405]
type    = S
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 1502, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1405

[State 903, 2]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;前方転身（相手）2
[Statedef 1406]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type =  selfstate
trigger1 = Time > 5
value = 0

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

;------------------------------------------------------------------------------------------
;槍雷連撃
[Statedef 3000]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "sourai2" && Power >= 2000) || (Command = "sourai3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "sourai3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3000, ifelse(var(5) = 1, 3010, 3020))

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 25 && !var(5)
trigger2 = AnimElem = 45 && var(5) = 2
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 12 || AnimElem = 18
value = 0,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 24
value = 0,2
channel = 0

[State 1100, Voice]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30
value = 0,3
channel = 0

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
value = 3,2
channel = 2

[State 1100, Effect]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30 || AnimElem = 34 || AnimElem = 38 || AnimElem = 43
value = 3,5
channel = 2

[State 1100, Effect]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30
value = 40,1

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

[State 40, Position]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElem = 4
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 16
trigger7 = AnimElem = 24
x = 16

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 29
x = -9

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 30
x = -16

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 31
trigger2 = AnimTime = 0
x = -8

[State 1100, StateType]
type = StateTypeSet
triggerall = var(5)
trigger1 = AnimElem = 30
StateType = A
physics = N

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

[State 1100, Velocity]
type = VelSet
triggerall = var(5)
trigger1 = AnimElem = 30
x = 6.6
y = -8

[State 1100, Gravity]
type = Veladd
triggerall = var(5)
trigger1 = AnimElemTime(30) > 0
y = .45

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
Anim = 7000
pos = -5, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 21,5 ;ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3,-8
guard.velocity = -6
air.velocity = -3,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 31
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 25,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -67
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 35
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 21,5 ;ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -77
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 39
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 16,5 ;ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10)))),ceil(ifelse((49*fvar(10)/8)<7,7,(49*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -93
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 44
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 20,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -93
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = animelemtime(30) < 0
ignorehitpause = 1
var(39) = ifelse((animelemtime(16) < 0),-72,-54)

[State 3001, VarSet]
type = VarSet
trigger1 = animelemtime(30) >= 0
ignorehitpause = 1
var(39) = ifelse((animelemtime(33) < 0),-67,ifelse((animelemtime(38) > 0),-93,-77))

[State 1100, ChangeState]
type = ChangeState
triggerall = !var(5)
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1100, ChangeState]
type = ChangeState
triggerall = var(5)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3005


;------------------------------------------------------------------------------------------
;槍雷連撃
[Statedef 3000111]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "sourai2" && Power >= 2000) || (Command = "sourai3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "sourai3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3000, ifelse(var(5) = 1, 3010, 3020))

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 25 && !var(5)
trigger2 = AnimElem = 45 && var(5) = 2
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 12 || AnimElem = 18
value = 0,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 24
value = 0,2
channel = 0

[State 1100, Voice]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30
value = 0,3
channel = 0

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
value = 3,2
channel = 2

[State 1100, Effect]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30 || AnimElem = 34 || AnimElem = 38 || AnimElem = 43
value = 3,5
channel = 2

[State 1100, Effect]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30
value = 40,1

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

[State 40, Position]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElem = 4
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 16
trigger7 = AnimElem = 24
x = 16

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 29
x = -9

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 30
x = -16

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 31
trigger2 = AnimTime = 0
x = -8

[State 1100, StateType]
type = StateTypeSet
triggerall = var(5)
trigger1 = AnimElem = 30
StateType = A
physics = N

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

[State 1100, Velocity]
type = VelSet
triggerall = var(5)
trigger1 = AnimElem = 30
x = 6.6
y = -8

[State 1100, Gravity]
type = Veladd
triggerall = var(5)
trigger1 = AnimElemTime(30) > 0
y = .45

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
Anim = 7000
pos = -5, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 21,5 ;ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3,-8
guard.velocity = -6
air.velocity = -3,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 31
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 25,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -67
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 35
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 21,5 ;ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -77
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 39
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 16,5 ;ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10)))),ceil(ifelse((49*fvar(10)/8)<7,7,(49*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -93
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 44
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 20,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -93
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = animelemtime(30) < 0
ignorehitpause = 1
var(39) = ifelse((animelemtime(16) < 0),-72,-54)

[State 3001, VarSet]
type = VarSet
trigger1 = animelemtime(30) >= 0
ignorehitpause = 1
var(39) = ifelse((animelemtime(33) < 0),-67,ifelse((animelemtime(38) > 0),-93,-77))

[State 1100, ChangeState]
type = ChangeState
triggerall = !var(5)
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1100, ChangeState]
type = ChangeState
triggerall = var(5)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3005

;------------------------------------------------------------------------------------------
;槍雷連撃
[Statedef 3000112]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "sourai2" && Power >= 2000) || (Command = "sourai3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "sourai3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3000, ifelse(var(5) = 1, 3010, 3020))

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 25 && !var(5)
trigger2 = AnimElem = 45 && var(5) = 2
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 12 || AnimElem = 18
value = 0,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 24
value = 0,2
channel = 0

[State 1100, Voice]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30
value = 0,3
channel = 0

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
value = 3,2
channel = 2

[State 1100, Effect]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30 || AnimElem = 34 || AnimElem = 38 || AnimElem = 43
value = 3,5
channel = 2

[State 1100, Effect]
type = PlaySnd
triggerall = var(5)
trigger1 = AnimElem = 30
value = 40,1

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

[State 40, Position]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElem = 4
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 16
trigger7 = AnimElem = 24
x = 16

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 29
x = -9

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 30
x = -16

[State 40, Position]
type = PosAdd
triggerall = !var(5)
trigger1 = AnimElem = 31
trigger2 = AnimTime = 0
x = -8

[State 1100, StateType]
type = StateTypeSet
triggerall = var(5)
trigger1 = AnimElem = 30
StateType = A
physics = N

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

[State 1100, Velocity]
type = VelSet
triggerall = var(5)
trigger1 = AnimElem = 30
x = 6.6
y = -8

[State 1100, Gravity]
type = Veladd
triggerall = var(5)
trigger1 = AnimElemTime(30) > 0
y = .45

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
Anim = 7000
pos = -5, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 30,5 ;ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4.5,-7.5
air.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 21,5 ;ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -72
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3,-8
guard.velocity = -6
air.velocity = -3,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 31
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 25,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -67
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 35
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 21,5 ;ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -77
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 39
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 16,5 ;ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10)))),ceil(ifelse((49*fvar(10)/8)<7,7,(49*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -93
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 44
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 20,5 ;ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -93
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-5
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = animelemtime(30) < 0
ignorehitpause = 1
var(39) = ifelse((animelemtime(16) < 0),-72,-54)

[State 3001, VarSet]
type = VarSet
trigger1 = animelemtime(30) >= 0
ignorehitpause = 1
var(39) = ifelse((animelemtime(33) < 0),-67,ifelse((animelemtime(38) > 0),-93,-77))

[State 1100, ChangeState]
type = ChangeState
triggerall = !var(5)
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1100, ChangeState]
type = ChangeState
triggerall = var(5)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3005


;---------------------------------------------------------------------------
;槍雷連撃（着地）
[Statedef 3005]
type    = S
physics = S
ctrl = 0
anim = ifelse(var(5) = 1, 3015, 3025)
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;------------------------------------------------------------------------------------------
;揚砲
[Statedef 3100]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 2

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 310022

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 64

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 2 || var(20) = 6 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 24
movetype = I

[State 40, Position]
type = PosAdd
trigger1 = AnimElem = 5
x = 20

[State 40, Position]
type = PosAdd
trigger1 = AnimElem = 12 || AnimElem = 23
x = 16

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 850,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,2
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 22
value = 3100,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1300,0

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 22
value = 3,2

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 21
value = 3100,1



[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage= 109,7
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,23
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-4.5
guard.velocity = -4
air.velocity = -1,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .35
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=21,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-9
guard.velocity = -4
air.velocity = -1,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=26,15
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 20
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0,-20
guard.velocity = -4
air.velocity = 0,-20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 4
ignorehitpause = 1
var(39) = -78

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 11
ignorehitpause = 1
var(39) = -72

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 23
ignorehitpause = 1
var(39) = -53

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

;------------------------------------------------------------------------------------------
;揚砲
[Statedef 310011]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 2

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 310033

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 64

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 2 || var(20) = 6 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -2000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -2000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 24
movetype = I

[State 40, Position]
type = PosAdd
trigger1 = AnimElem = 5
x = 20

[State 40, Position]
type = PosAdd
trigger1 = AnimElem = 12 || AnimElem = 23
x = 16

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 850,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,2
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 22
value = 3100,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1300,0

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 22
value = 3,2

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 21
value = 3100,1



[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=109,7
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,23
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-4.5
guard.velocity = -4
air.velocity = -1,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .35
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=41,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-9
guard.velocity = -4
air.velocity = -1,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=26,15
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 20
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0,-20
guard.velocity = -4
air.velocity = 0,-20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 4
ignorehitpause = 1
var(39) = -78

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 11
ignorehitpause = 1
var(39) = -72

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 23
ignorehitpause = 1
var(39) = -53

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

;------------------------------------------------------------------------------------------
;揚砲
[Statedef 310012]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 2

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3100

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 64

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 2 || var(20) = 6 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -3000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 24
movetype = I

[State 40, Position]
type = PosAdd
trigger1 = AnimElem = 5
x = 20

[State 40, Position]
type = PosAdd
trigger1 = AnimElem = 12 || AnimElem = 23
x = 16

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 850,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,2
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 22
value = 3100,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1300,0

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 22
value = 3,2

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 21
value = 3100,1


[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=109,7
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,23
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-4.5
guard.velocity = -4
air.velocity = -1,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .35
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=41,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-9
guard.velocity = -4
air.velocity = -1,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=36,15
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 6,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -78
hitsound = S2, 20
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0,-20
guard.velocity = -4
air.velocity = 0,-20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.damage = 5
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 4
ignorehitpause = 1
var(39) = -78

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 11
ignorehitpause = 1
var(39) = -72

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 23
ignorehitpause = 1
var(39) = -53

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

;------------------------------------------------------------------------------------------
;雷震魔破拳
[Statedef 3200]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 1100, VarSet]
;type = VarSet
;triggerall = !var(59)
;triggerall = !var(15) && !var(16)
;triggerall = !var(20) || var(20) = 6
;trigger1 = Time = 0
;var(5) = Command = "mach1" && Power >= 1000

;[State 1100, VarSet]
;type = VarSet
;triggerall = var(59)
;triggerall = !var(15) && !var(16)
;triggerall = !var(20) || var(20) = 6
;trigger1 = Time = 0
;var(5) = ifelse((Power = [2000,2999]), random%2, ;ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3200

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = -25, -80
darken = 1
p2defmul = 1
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = -1000



;[State 860, 4]
;type = PowerAdd
;triggerall = !var(15) && !var(16)
;triggerall = var(20) = 1
;trigger1 = time = 0
;value = -1500

;[State 860, 4]
;type = PowerAdd
;triggerall = !var(15) && !var(16)
;triggerall = var(20) = 2 || (var(20) = 3 && ;(100*life/const(data.life))>30) || (var(20) = 3 && ;(100*life/const(data.life))<=30 && var(14)) || var(20) ;= 5
;trigger1 = time = 0
;value = -3000

;[State 860, 4]
;type = PowerAdd
;triggerall = var(16)
;trigger1 = time = 0
;value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 630, Voice]
type = PlaySnd
trigger1 = anim = 3200
trigger1 = AnimElem = 3
value = 2800, 0

[State 191, Cloth]
type = Helper
trigger1 = anim = 3200
trigger1 = AnimElem = 4
ID = 2000
stateno = 2800
postype = p1
pos = -125-ifelse(frontedgebodydist > 50, 0, frontedgebodydist),-216
name = "yan_mach"
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))

[State 170, 1]
type = NotHitBy
trigger1 = var(36) = 1
value = SCA
time = 2

[State 902, 1]
type = ChangeAnim
triggerall = !numhelper(2000)
trigger1 = anim = 3200
trigger1 = animelemtime(4) >= 45
value = 3201

[State 1100, ChangeState]
type = ChangeState
trigger1 = anim = 3201
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;雷震魔破拳
[Statedef 320011]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
;triggerall = !var(59)
triggerall = !var(15) && !var(16)
;triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = Command = "mach2" && Power >= 2000

;[State 1100, VarSet]
;type = VarSet
;triggerall = var(59)
;triggerall = !var(15) && !var(16)
;triggerall = !var(20) || var(20) = 6
;trigger1 = Time = 0
;var(5) = ifelse((Power = [2000,2999]), random%2, ;ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3200

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = -25, -80
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

;[State 860, 4]
;type = PowerAdd
;triggerall = !var(15) && !var(16)
;triggerall = !var(20) || var(20) = 6
;trigger1 = time = 0
;value = ifelse(!var(5), -1000, ifelse(var(5) = 1, ;-2000, -3000))

[State 860, 4]
type = PowerAdd
trigger1 = time = 0
value = -2000

;[State 860, 4]
;type = PowerAdd
;triggerall = !var(15) && !var(16)
;triggerall = var(20) = 1
;trigger1 = time = 0
;value = -1500

;[State 860, 4]
;type = PowerAdd
;triggerall = !var(15) && !var(16)
;triggerall = var(20) = 2 || (var(20) = 3 && ;(100*life/const(data.life))>30) || (var(20) = 3 && ;(100*life/const(data.life))<=30 && var(14)) || var(20) ;= 5
;trigger1 = time = 0
;value = -3000

;[State 860, 4]
;type = PowerAdd
;triggerall = var(16)
;trigger1 = time = 0
;value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 630, Voice]
type = PlaySnd
trigger1 = anim = 3200
trigger1 = AnimElem = 3
value = 2800, 0

[State 191, Cloth]
type = Helper
trigger1 = anim = 3200
trigger1 = AnimElem = 4
ID = 2000
stateno = 280011
postype = p1
pos = -125-ifelse(frontedgebodydist > 50, 0, frontedgebodydist),-216
name = "yan_mach"
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))

[State 170, 1]
type = NotHitBy
trigger1 = var(36) = 1
value = SCA
time = 2

[State 902, 1]
type = ChangeAnim
triggerall = !numhelper(2000)
trigger1 = anim = 3200
trigger1 = animelemtime(4) >= 45
value = 3201

[State 1100, ChangeState]
type = ChangeState
trigger1 = anim = 3201
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;雷震魔破拳
[Statedef 320012]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "mach3" && Power >= 2000) || (Command = "mach3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "mach3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = Power >= 3000


[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 2

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3200

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = 100
sound = s42221
pos = -25, -80
darken = 1
p2defmul = 1
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -3000, ifelse(var(5) = 1, -3000, -3000))

[State 860, 4]
type = PowerAdd
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -3000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 630, Voice]
type = PlaySnd
trigger1 = anim = 3200
trigger1 = AnimElem = 3
value = 2800, 0

[State 191, Cloth]
type = Helper
trigger1 = anim = 3200
trigger1 = AnimElem = 4
ID = 2000
stateno = 280012
postype = p1
pos = -125-ifelse(frontedgebodydist > 50, 0, frontedgebodydist),-216
name = "yan_mach"
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))

[State 170, 1]
type = NotHitBy
trigger1 = var(36) = 1
value = SCA
time = 2

[State 902, 1]
type = ChangeAnim
triggerall = !numhelper(2000)
trigger1 = anim = 3200
trigger1 = animelemtime(4) >= 45
value = 3201

[State 1100, ChangeState]
type = ChangeState
trigger1 = anim = 3201
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）1
[Statedef 280012]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 2800
velset = 8.6,12
sprpriority = 2

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 3, ifelse(var(5) = 1, 9, 14))

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 10

[State 810, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP

[State -2, 4000] 
type = HitOverride
trigger1 = 1
slot = 0
stateno = 2900
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(1) = 3
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=110,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -10
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6
guard.velocity = -6
air.velocity = -4.5,-7.5
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
kill = 0

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = fvar(0)
ignorehitpause = 1
fvar(0) = fvar(0)*.85

[State 3001, VarSet]
type = VarSet
trigger1 = movehit
ignorehitpause = 1
fvar(0) = -8.4

[State 220, Position]
type = PosAdd
trigger1 = fvar(0)
trigger1 = numtarget
trigger1 = target,BackEdgeBodyDist <= 5 || target,FrontEdgeBodyDist <= 5
x = ceil(fvar(0))
persistent = 1

;時間停止によるガード不能
[State 3000, preventguard]
type = AssertSpecial
trigger1 = root,fvar(36) > 0
flag = unguardable

;ボーナスメッセージアイコン表示
[State 180, 1]
type = ParentVarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999]) && (stateno != [1400,1499])
trigger1 = movehit
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarSet
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
fvar(8) = 2
ignorehitpause = 1

;カウンターヒットエフェクト発生
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,fvar(15)
fvar(15) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
fvar(15) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(29)
var(29) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
var(29) = 1
ignorehitpause = 1

[State -3, Blocking5]
type = helper
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
id = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

;ヒット管理
[State -2, Combo]
type = ParentVarAdd
trigger1 = movehit
var(17) = 1
ignorehitpause = 1

;ファーストストライク判別
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(28)
var(28) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarAdd
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
var(50) = 5000
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit && p2movetype = H
trigger2 = parent,MoveType = H
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
trigger1 = moveguarded
var(50)=-20
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41) = 0
triggerall = p2movetype = H
trigger1 = movehit
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=5001
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=1000
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) >= 2
trigger1 = movehit
var(50)=ifelse(parent,var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
fvar(24) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
fvar(24) = 2
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

[State 190, 4]
type = ChangeState
trigger1 = parent,movetype = H
value = 2806

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = var(36) = 1
value = 2801

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2805

;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）1
[Statedef 2800]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 2800
velset = 8.6,12
sprpriority = 2

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 3, ifelse(var(5) = 1, 9, 14))

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 10

[State 810, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP

[State -2, 4000] 
type = HitOverride
trigger1 = 1
slot = 0
stateno = 2900
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(1) = 3
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage= 110,12
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -10
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6
guard.velocity = -6
air.velocity = -4.5,-7.5
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
kill = 0

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = fvar(0)
ignorehitpause = 1
fvar(0) = fvar(0)*.85

[State 3001, VarSet]
type = VarSet
trigger1 = movehit
ignorehitpause = 1
fvar(0) = -8.4

[State 220, Position]
type = PosAdd
trigger1 = fvar(0)
trigger1 = numtarget
trigger1 = target,BackEdgeBodyDist <= 5 || target,FrontEdgeBodyDist <= 5
x = ceil(fvar(0))
persistent = 1

;時間停止によるガード不能
[State 3000, preventguard]
type = AssertSpecial
trigger1 = root,fvar(36) > 0
flag = unguardable

;ボーナスメッセージアイコン表示
[State 180, 1]
type = ParentVarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999]) && (stateno != [1400,1499])
trigger1 = movehit
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarSet
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
fvar(8) = 2
ignorehitpause = 1

;カウンターヒットエフェクト発生
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,fvar(15)
fvar(15) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
fvar(15) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(29)
var(29) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
var(29) = 1
ignorehitpause = 1

[State -3, Blocking5]
type = helper
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
id = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

;ヒット管理
[State -2, Combo]
type = ParentVarAdd
trigger1 = movehit
var(17) = 1
ignorehitpause = 1

;ファーストストライク判別
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(28)
var(28) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarAdd
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
var(50) = 5000
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit && p2movetype = H
trigger2 = parent,MoveType = H
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
trigger1 = moveguarded
var(50)=-20
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41) = 0
triggerall = p2movetype = H
trigger1 = movehit
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=5001
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=1000
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) >= 2
trigger1 = movehit
var(50)=ifelse(parent,var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
fvar(24) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
fvar(24) = 2
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

[State 190, 4]
type = ChangeState
trigger1 = parent,movetype = H
value = 2806

;[State 190, 4]
;type = ChangeState
;trigger1 = Pos Y >= 0 && Vel Y > 0
;trigger1 = var(36) = 1
;value = 2801

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2805


[Statedef 280011]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 2800
velset = 8.6,12
sprpriority = 2

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 3, ifelse(var(5) = 1, 9, 14))

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 10

[State 810, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP

[State -2, 4000] 
type = HitOverride
trigger1 = 1
slot = 0
stateno = 2900
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(1) = 3
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=120,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -10
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6
guard.velocity = -6
air.velocity = -4.5,-7.5
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
kill = 0

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = fvar(0)
ignorehitpause = 1
fvar(0) = fvar(0)*.85

[State 3001, VarSet]
type = VarSet
trigger1 = movehit
ignorehitpause = 1
fvar(0) = -8.4

[State 220, Position]
type = PosAdd
trigger1 = fvar(0)
trigger1 = numtarget
trigger1 = target,BackEdgeBodyDist <= 5 || target,FrontEdgeBodyDist <= 5
x = ceil(fvar(0))
persistent = 1

;時間停止によるガード不能
[State 3000, preventguard]
type = AssertSpecial
trigger1 = root,fvar(36) > 0
flag = unguardable

;ボーナスメッセージアイコン表示
[State 180, 1]
type = ParentVarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999]) && (stateno != [1400,1499])
trigger1 = movehit
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarSet
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
fvar(8) = 2
ignorehitpause = 1

;カウンターヒットエフェクト発生
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,fvar(15)
fvar(15) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
fvar(15) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(29)
var(29) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
var(29) = 1
ignorehitpause = 1

[State -3, Blocking5]
type = helper
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
id = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

;ヒット管理
[State -2, Combo]
type = ParentVarAdd
trigger1 = movehit
var(17) = 1
ignorehitpause = 1

;ファーストストライク判別
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(28)
var(28) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarAdd
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
var(50) = 5000
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit && p2movetype = H
trigger2 = parent,MoveType = H
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
trigger1 = moveguarded
var(50)=-20
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41) = 0
triggerall = p2movetype = H
trigger1 = movehit
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=5001
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=1000
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) >= 2
trigger1 = movehit
var(50)=ifelse(parent,var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
fvar(24) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
fvar(24) = 2
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

[State 190, 4]
type = ChangeState
trigger1 = parent,movetype = H
value = 2806

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 280111

;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）2
[Statedef 280111]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 2801
velset = 0,0
sprpriority = 2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

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

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 14
x = -8.6
y = -12

[State 5010, 5]
type = StateTypeSet
trigger1 = AnimElem = 14
statetype = A
physics = N

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0

;[State 52, Effect]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 2800, 1

;[State 52, Effect]
;type = PlaySnd
;trigger1 = AnimElem = 5
;value = 2800, 3

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 14
value = 100, 10

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=30,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -30, -67
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6
guard.velocity = 0
air.velocity = -4.5,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
kill = 0

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -30

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

;ボーナスメッセージアイコン表示
[State 180, 1]
type = ParentVarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999]) && (stateno != [1400,1499])
trigger1 = movehit
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarSet
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
fvar(8) = 2
ignorehitpause = 1

;カウンターヒットエフェクト発生
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,fvar(15)
fvar(15) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
fvar(15) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(29)
var(29) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
var(29) = 1
ignorehitpause = 1

[State -3, Blocking5]
type = helper
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
id = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999

;ヒット管理
[State -2, Combo]
type = ParentVarAdd
trigger1 = movehit
var(17) = 1
ignorehitpause = 1

;ファーストストライク判別
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(28)
var(28) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarAdd
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
var(50) = 5000
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit && p2movetype = H
trigger2 = parent,MoveType = H
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
trigger1 = moveguarded
var(50)=-20
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41) = 0
triggerall = p2movetype = H
trigger1 = movehit
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=5001
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=1000
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) >= 2
trigger1 = movehit
var(50)=ifelse(parent,var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = time = 0
var(36) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = animelem = 5
var(36) = 3
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
fvar(24) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
fvar(24) = 2
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

[State 190, 4]
type = ChangeState
trigger1 = animelem = 9
trigger1 = time = 0
value = 2802

[State 52, 4]
type = DestroySelf
trigger1 = animelemtime(14) > 1
trigger1 = Pos Y < -240


;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）2
[Statedef 2801]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 2801
velset = 0,0
sprpriority = 2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

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

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 14
x = -8.6
y = -12

[State 5010, 5]
type = StateTypeSet
trigger1 = AnimElem = 14
statetype = A
physics = N

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2800, 1

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2800, 3

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 14
value = 100, 10

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=20,10
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -30, -67
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6
guard.velocity = 0
air.velocity = -4.5,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
kill = 0

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -30

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

;ボーナスメッセージアイコン表示
[State 180, 1]
type = ParentVarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999]) && (stateno != [1400,1499])
trigger1 = movehit
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarSet
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
fvar(8) = 2
ignorehitpause = 1

;カウンターヒットエフェクト発生
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,fvar(15)
fvar(15) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
fvar(15) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(29)
var(29) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
var(29) = 1
ignorehitpause = 1

[State -3, Blocking5]
type = helper
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
id = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999

;ヒット管理
[State -2, Combo]
type = ParentVarAdd
trigger1 = movehit
var(17) = 1
ignorehitpause = 1

;ファーストストライク判別
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(28)
var(28) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarAdd
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
var(50) = 5000
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit && p2movetype = H
trigger2 = parent,MoveType = H
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
trigger1 = moveguarded
var(50)=-20
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41) = 0
triggerall = p2movetype = H
trigger1 = movehit
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=5001
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=1000
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) >= 2
trigger1 = movehit
var(50)=ifelse(parent,var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = time = 0
var(36) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = animelem = 5
var(36) = 3
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
fvar(24) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
fvar(24) = 2
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

[State 190, 4]
type = ChangeState
trigger1 = animelem = 9
trigger1 = var(36) = 1
value = 2802

[State 52, 4]
type = DestroySelf
trigger1 = animelemtime(14) > 1
trigger1 = Pos Y < -240

;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）3
[Statedef 2802]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
sprpriority = 2

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 2802, ifelse(var(5) = 1, 2812, 2822))

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

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

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

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 8

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
x = .9

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 17
x = 8.6
y = -12

[State 5010, 5]
type = StateTypeSet
trigger1 = AnimElem = 17
statetype = A
physics = N

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2800, 3

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 17
trigger1 = random%2 = 1 || roundstate = 3
value = 2800, 2

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 16
value = 100, 10

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
trigger1 = movehit
value = 2, 2
channel = 3

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
trigger1 = var(0) < 4*(var(5)+2)
trigger1 = var(0)%2=0
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=5,2
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -30, -67
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = 0
air.velocity = -4.5,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
trigger1 = var(0) < 4*(var(5)+2)
trigger1 = var(0)%2=1
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=5,2
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -30, -67
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4
guard.velocity = 0
air.velocity = -4.5,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
animtype  = diugup
air.animtype  = diugup
damage=5,2
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = -30, -67
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-9.5
guard.velocity = -6
air.velocity = -2.5,-9.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -30

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -58

[State 3001, VarSet]
type = VarAdd
trigger1 = movehit
ignorehitpause = 1
var(0) = 1

;ボーナスメッセージアイコン表示
[State 180, 1]
type = ParentVarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999]) && (stateno != [1400,1499])
trigger1 = movehit
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarSet
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
fvar(8) = 2
ignorehitpause = 1

;カウンターヒットエフェクト発生
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,fvar(15)
fvar(15) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
fvar(15) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(29)
var(29) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
var(29) = 1
ignorehitpause = 1

[State -3, Blocking5]
type = helper
triggerall = p2movetype = H
triggerall = movehit
trigger1 = var(41)
id = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999

;ヒット管理
[State -2, Combo]
type = ParentVarAdd
trigger1 = movehit
var(17) = 1
ignorehitpause = 1

;ファーストストライク判別
[State -2, Combo]
type = ParentVarSet
trigger1 = parent,var(28)
var(28) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 180, 1]
type = ParentVarAdd
triggerall = !parent,var(58)
triggerall = p2movetype = H
trigger1 = movehit
var(50) = 5000
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
triggerall = !parent,var(58)
trigger1 = movehit && p2movetype = H
trigger2 = parent,MoveType = H
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
trigger1 = moveguarded
var(50)=-20
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41) = 0
triggerall = p2movetype = H
trigger1 = movehit
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) < 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=5001
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
var(50)=1000
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = ParentVarAdd
triggerall = roundstate = 2
triggerall = parent,var(17) >= 2
trigger1 = movehit
var(50)=ifelse(parent,var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = time = 0
var(36) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = animelem = 5
var(36) = 3
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
var(36) = 1
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
var(36) = 2
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = ParentVarSet
trigger1 = movehit
fvar(24) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
fvar(24) = 2
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

[State 52, 4]
type = DestroySelf
trigger1 = animelemtime(17) > 1
trigger1 = Pos Y < -240

;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）（着地）
[Statedef 2805]
type    = S
physics = S
ctrl = 0
anim = 2805
velset = 0,0

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

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = -8.6
y = -12

[State 5010, 5]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
physics = N

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52, 0

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100, 10

[State 52, 4]
type = DestroySelf
trigger1 = animelemtime(5) > 1
trigger1 = Pos Y < -240

;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）（本体食らい）
[Statedef 2806]
type    = A
physics = N
ctrl = 0
anim = 2806
velset = 0,0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = -8.6
y = -12

[State 52, 4]
type = DestroySelf
trigger1 = Pos Y < -240

;---------------------------------------------------------------------------
;雷震魔破拳（ヤン）（食らい）
[Statedef 2900]
type    = A
movetype = H
physics = N
ctrl = 0
anim = 2900
velset = 0,0

[State 902, 1]
type = ChangeAnim
Trigger1 = !hitshakeover
value = anim

[State 1100, Velocity]
type = VelSet
trigger1 = hitshakeover
x = -3
y = -7.5
persistent = 0

[State 1100, Velocity]
type = VelAdd
trigger1 = hitshakeover
y = .4

[State 190, 4]
type = ChangeState
triggerall = BackEdgeBodyDist >= 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2805

[State 52, 4]
type = DestroySelf
triggerall = BackEdgeBodyDist < 0
trigger1 = Pos Y >= 0 && Vel Y > 0

;---------------------------------------------------------------------------
;飛天双龍陣
[Statedef 3300]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 2

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3300

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 64

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 54
movetime = 54
anim = 100
sound = s42221
pos = 0, -60
darken = 1
p2defmul = 1
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 2 || var(20) = 6 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -2000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -2000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 3

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = .5

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 850, 0
channel = 0

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
channel = 0

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4
channel = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=11,7
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -21
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -4.5,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -21

[State 1000, 0]
type = TargetFacing
trigger1 = time > 1 && var(36) = 1 && numtarget
value = -1

[State 901, Throw]
type = TargetState
trigger1 = time > 1 && var(36) = 1 && numtarget
value = 3351
ignorehitpause = 1
persistent = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = var(36) = 1 && numtarget
value = 3301
ignorehitpause = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = var(36) = 2 || (var(36) = 1 && !numtarget)
value = 3302
ignorehitpause = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3305

;---------------------------------------------------------------------------
;飛天双龍陣（ユン）
[Statedef 3301]
type    = S
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 3301
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 902, 1]
type = ChangeAnim
trigger1 = NumHelper(2000)
trigger1 = Helper(2000),stateno = 3310
value = 3301

[State 1100, TargetState]
type = TargetState
trigger1 = Time = 0
value = 3350

[State 3001, Width]
type = Width
trigger1 = time = 0
edge = 75,30

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

[State 901,1]
type = targetBind
trigger1 = Time = 0
pos = 40,0
postype = P1
time = 1

[State 901,1]
type = targetBind
trigger1 = AnimElem = 56
pos = 20,-15
postype = P1
time = 1

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(40) > 0
trigger1 = AnimElemTime(56) < 0
value = 0
;movecamera = 0,0

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 41
x = -6

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(41) > 0
trigger1 = AnimElemTime(48) < 0
x = .98

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 48
x = 0

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 52
x = 7.5
y = -9.5

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(52) > 0
y = .47

[State 5010, 5]
type = StateTypeSet
trigger1 = AnimElem = 52
statetype = A
physics = N

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0
channel = 0

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 17
trigger2 = AnimElem = 31
value = 0, 2
channel = 0

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 40
value = 3000, 0
channel = 0

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 54
value = 3100, 0
channel = 0

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 32
value = 3, 2
channel = 1

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 50
value = 3, 5
channel = 1

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 41
value = 105, 0

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 43
value = 100, 1

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 52
value = 100, 10

[State 191, Cloth]
type = Helper
trigger1 = time = 1
ID = 2000
stateno = 3310
postype = p1
pos = 255,-320
name = "yan_hiten"

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
Anim = 7000
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 10
Anim = 7000
pos = 16, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 32
Anim = 7020
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3805
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) = 1
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3805
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3800
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(10) = 1
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3800
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3805
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(19) = 1
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3805
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,6
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3800
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(25) = 1
attr = S, HA
animtype  = Heavy
air.animtype  = Back
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1
p2stateno = 3800
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=11,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0,-9.5
guard.velocity = -6
air.velocity = 0,-9.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .3
persistent = 0
forcestand = 1
p2stateno = 3821
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(33) = 1
attr = S, HA
animtype  = Heavy
air.animtype  = Up
damage=10,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -70
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0,-9.5
guard.velocity = -6
air.velocity = 0,-9.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .3
persistent = 0
forcestand = 1
p2stateno = 3821
p2facing = 1
kill = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 56
attr = A, HA
animtype  = Heavy
air.animtype  = Up
damage=10,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -80
hitsound = S2,20
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0,-13.5
guard.velocity = -6
air.velocity = 0,-13.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElemTime(56) = 1
attr = A, HA
animtype  = Heavy
air.animtype  = Up
damage=10,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 24,25
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -80
hitsound = S2,20
guardsound = S1,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = 0,-13.5
guard.velocity = -6
air.velocity = 0,-13.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.4
;envshake.time = 10
;envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -70

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(52) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3305

;------------------------------------------------------------------------------------------
;飛天双龍陣（ガード）
[Statedef 3302]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3302

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = -3.5
y = -8.5

[State 1100, Gravity]
type = Veladd
trigger1 = 1
y = .5

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3305

;---------------------------------------------------------------------------
;飛天双龍陣（着地）
[Statedef 3305]
type    = S
physics = S
ctrl = 0
anim = 3305
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 170, 1]
type = NotHitBy
trigger1 = prevstateno = 3301
value = SCA

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;---------------------------------------------------------------------------
;飛天双龍陣（相手）
[Statedef 3350]
type    = S
movetype= H
physics = N
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time > 0
y = 0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5000

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

;---------------------------------------------------------------------------
;飛天双龍陣（相手）2
[Statedef 3351]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5000

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 6]
type = SelfState
trigger1 = HitShakeOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;飛天双龍陣（ヤン）1
[Statedef 3310]
type = A
physics = N
ctrl = 0
anim = 3310
velset = 0,0
sprpriority = 1

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = -4.5
y = 2

[State 1100, Velocity]
type = VelAdd
trigger1 = 1
y = .4

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2850, 0

[State 190, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3311

;---------------------------------------------------------------------------
;飛天双龍陣（ヤン）2
[Statedef 3311]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3311

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 41
x = 6

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(41) > 0
trigger1 = AnimElemTime(48) < 0
x = .98

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 48
x = 0

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 52
x = -7.5
y = -9.5

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(52) > 0
trigger1 = animelemtime(56) != [2,24]
y = .4

[State 5010, 5]
type = StateTypeSet
trigger1 = AnimElem = 52
statetype = A
physics = N

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2850, 1

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 24
value = 2850, 2

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 31
value = 2850, 3

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 40
value = 2800, 0

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 54
value = 2183, 0

[State 920, 0]
type = Posfreeze
trigger1 = animelemtime(56) >= 2
trigger1 = animelemtime(56) < 25

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
Anim = 7000
pos = -72, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 10
Anim = 7000
pos = -88, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 32
Anim = 7020
pos = -72, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(52) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3315

;---------------------------------------------------------------------------
;飛天双龍陣（ヤン）（着地）
[Statedef 3315]
type    = S
physics = S
ctrl = 0
anim = 3315
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 7
x = -3
y = -9.5

[State 5010, 5]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A
physics = N

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 7
value = 100, 10

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random%2 = 1 || roundstate = 3
value = 2850, 4

[State 52, 4]
type = DestroySelf
trigger1 = animelemtime(7) > 1
trigger1 = Pos Y < -240

; 超必食らい用
;---------------------------------------------------------------------------
; HITG_SHAKE_High
[Statedef 3800]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5002

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 3801 ;HITG_SLIDE

;---------------------------------------------------------------------------
; HITG_SHAKE_Low
[Statedef 3805]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5012

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 3806 ;HITG_SLIDE

;---------------------------------------------------------------------------
; HITG_SLIDE_High
[Statedef 3801]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5007

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITG_SLIDE_Low
[Statedef 3806]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5017

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 3810]
type    = C
movetype= H
physics = N
velset = 0,0

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 320,0

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 3830

;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 3820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 320,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 3830

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 3830]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 320,0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 3850 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3835 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 3835]
type    = A
movetype= H
physics = N

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 320,0

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0  ;No transition anim
trigger4 = Anim != 5035 ;.
value = 3850 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 3850]
type    = A
movetype= H
physics = N

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 320,0

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0  ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 2]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
x = -3

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 3821]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 3831

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 3831]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = ChangeState
trigger1 = HitOver
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 3851 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3836 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 3836]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0  ;No transition anim
trigger4 = Anim != 5035 ;.
value = 3851 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 3851]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0  ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 2]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
x = 3

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
;ブロッキング（立ち）
[Statedef 4000]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4000

[State 4000, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(20)=2,78,89)*ifelse((var(15)||var(16)),0,1)

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2



[State 4000, PlaySnd];ガード音
type = PlaySnd
trigger1 = Time = 0
value = 4000,0

[State 4000, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4000, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 35,-46
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 4000, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 4000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ブロッキング（屈）
[Statedef 4010]
type = C
movetype = I
physics = C
ctrl = 0
velset = 0,0
anim = 4010

[State 4010, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4010, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(20)=2,78,89)*ifelse((var(15)||var(16)),0,1)

[State 4010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2


[State 4010, PlaySnd];ガード音
type = PlaySnd
trigger1 = Time = 0
value = 4000,0

[State 4010, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4010, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 22,-13
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 4010, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 4010, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ブロッキング（空中）
[Statedef 4020]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4020
velset = 0,0

[State 4020, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4020, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(20)=2,78,89)*ifelse((var(15)||var(16)),0,1)

[State 4020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2


[State 4020, PlaySnd];ガード音
type = PlaySnd
trigger1 = Time = 0
value = 4000,0

[State 4020, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4020, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 23,-61
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1

[State 4020, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 4020, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4030

;---------------------------------------------------------------------------
;空中ブロッキング後
[Statedef 4030]
type = A
physics = N
velset = 0,-4
ctrl = 1
anim = 4030

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;上段ジャストディフェンス
[Statedef 4100]
type = S
movetype = I
physics = S
anim = 4100
velset = 0,0
ctrl = 0

[State 4100, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4100, PowerAdd]
type = PowerAdd
triggerall = var(20)=6
trigger1 = time = 0
value = 107*ifelse((var(15)||var(16)),0,1)*(10+var(31))/10

[State 860, VarAdd]
type = VarAdd
triggerall = var(20)=5
trigger1 = time = 0
fvar(13) = 600*ifelse((var(43)||var(15)||var(16)),0,1)*(10+var(31))/10

[State 4100, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = ifelse(var(46),var(46),25)

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 4100,0

[State 4100, PlaySnd];声
type = Playsnd
trigger1 = Time = 0
value = 0,0

[State 4100, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 4100, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8060
pos = 4,-58
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1



[State 4100, ChangeState] 
type = ChangeState 
trigger1 = time > 1
trigger1 = var(0) <= 2
value = 130 
ctrl = 1

;---------------------------------------------------------------------------
;下段ジャストディフェンス
[Statedef 4110]
type = C
movetype = I
physics = C
anim = 4110
velset = 0,0
ctrl = 0

[State 4110, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4110, PowerAdd]
type = PowerAdd
triggerall = var(20)=6
trigger1 = time = 0
value = 107*ifelse((var(15)||var(16)),0,1)*(10+var(31))/10

[State 4110, VarAdd]
type = VarAdd
triggerall = var(20)=5
trigger1 = time = 0
fvar(13) = 600*ifelse((var(43)||var(15)||var(16)),0,1)*(10+var(31))/10

[State 4110, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = ifelse(var(46),var(46),25)

[State 4110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1211, PlaySnd] 
type = PlaySnd
trigger1 = Time = 0 
value = 4100,0

[State 4110, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4110, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 4110, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8060
pos = 4,-46
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1



[State 4110, ChangeState] 
type = ChangeState 
trigger1 = time > 1
trigger1 = var(0) <= 2
value = 131 
ctrl = 1

;---------------------------------------------------------------------------
;空中ジャストディフェンス
[Statedef 4120] 
type = A
movetype = I
physics = N
anim = 4120
velset = 0,0
ctrl = 0

[State 4120, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4120, PowerAdd]
type = PowerAdd
triggerall = var(20)=6
trigger1 = time = 0
value = 107*ifelse((var(15)||var(16)),0,1)*(10+var(31))/10

[State 4120, VarAdd]
type = VarAdd
triggerall = var(20)=5
trigger1 = time = 0
fvar(13) = 600*ifelse((var(43)||var(15)||var(16)),0,1)*(10+var(31))/10

[State 4120, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = ifelse(var(46),var(46),25)

[State 4120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4120, PlaySnd] 
type = PlaySnd
trigger1 = Time = 0
value = 4100,0

[State 4120, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4120, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 4120, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8060
pos = 7,-77
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = -1
ignorehitpause = 1


[State 4120, ChangeState] 
type = ChangeState 
trigger1 = time > 1
trigger1 = var(0) <= 2
value = 4130

;---------------------------------------------------------------------------
;空中ジャストディフェンス後
[Statedef 4130]
type = A
physics = N
velset = -1.5,-5.3
ctrl = 1
anim = 4030

[State 4130, Gravity]
type = Gravity
trigger1 = 1

[State 4130, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 840]
type    = A
movetype= H
physics = N

[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 5040, 1]
type = SelfState
trigger1 = time = 0
value = 5040

;---------------------------------------------------------------------
; 投げ抜け（byH"さん）
;------------------------ 自分側
[Statedef 950]
type = S
movetype = A
physics = N
anim = 5945
ctrl = 0
velset = -3, 0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 955

[State 812, 1];エフェクト
type = Explod
trigger1 = Time = 0
ignorehitpause = 1
persistent = 0
anim = 8600
pos = 0, -60
sprpriority = 2
ownpal = 1
pausemovetime = -1
scale = .5,.5

[State 3010,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=3
value = 810,0

[State 3010,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=3
value = 5940,0

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 105,End]
type = ChangeState
trigger1 = Time >= 32
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;削りKO
[Statedef 5950]
physics = S
movetype = H
ctrl = 0
velset = 0,0

[State 52, 1]
type = HitVelSet
trigger1 = Time = 0
x = 2

[State 190, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 860, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190, 4]
type = ChangeAnim
trigger1 = !HitOver
value = ifelse(fvar(1)=0,5010,5020)

[State 190, 4]
type = ChangeAnim
trigger1 = HitOver
value = 5950
persistent = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = Animelem = 20
value = 5150

;---------------------------------------------------------------------------
;グルーヴセレクト(Cグルーヴ)
[Statedef 6000]
ctrl = 1
anim = 6900
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(20) = 0

[State 6000, Explod]
type = Explod
trigger1 = Time = 0
Anim = ifelse(facing = 1, 6000, 6010)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
ontop = 1
ID = 6000
scale = 0.5,0.5

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6001

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6006

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 6000

[State 6000, PlaySnd]
type = Playsnd
trigger1 = parent,command = "down" || parent,command = "up"
trigger1 = time > 7
value = 6000,0
channel = 10

[State 6000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 6000,1
channel = 10

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "up"
trigger1 = time > 7
value = 6006

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "down"
trigger1 = time > 7
value = 6001

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;---------------------------------------------------------------------------
;グルーヴセレクト(Aグルーヴ)
[Statedef 6001]
ctrl = 1
anim = 6900
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(20) = 1

[State 6000, Explod]
type = Explod
trigger1 = Time = 0
Anim = ifelse(facing = 1, 6001, 6011)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
ontop = 1
ID = 6001
scale = 0.5,0.5

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6002

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6000

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 6001

[State 6000, PlaySnd]
type = Playsnd
trigger1 = parent,command = "down" || parent,command = "up"
trigger1 = time > 7
value = 6000,0
channel = 10

[State 6000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 6000,1
channel = 10

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "up"
trigger1 = time > 7
value = 6000

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "down"
trigger1 = time > 7
value = 6002

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;---------------------------------------------------------------------------
;グルーヴセレクト(Pグルーヴ)
[Statedef 6002]
ctrl = 1
anim = 6900
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(20) = 2

[State 6000, Explod]
type = Explod
trigger1 = Time = 0
Anim = ifelse(facing = 1, 6002, 6012)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
ontop = 1
ID = 6002
scale = 0.5,0.5

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6003

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6001

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 6002

[State 6000, PlaySnd]
type = Playsnd
trigger1 = parent,command = "down" || parent,command = "up"
trigger1 = time > 7
value = 6000,0
channel = 10

[State 6000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 6000,1
channel = 10

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "up"
trigger1 = time > 7
value = 6001

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "down"
trigger1 = time > 7
value = 6003

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;---------------------------------------------------------------------------
;グルーヴセレクト(Sグルーヴ)
[Statedef 6003]
ctrl = 1
anim = 6900
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(20) = 3

[State 6000, Explod]
type = Explod
trigger1 = Time = 0
Anim = ifelse(facing = 1, 6003, 6013)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
ontop = 1
ID = 6003
scale = 0.5,0.5

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6004

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6002

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 6003

[State 6000, PlaySnd]
type = Playsnd
trigger1 = parent,command = "down" || parent,command = "up"
trigger1 = time > 7
value = 6000,0
channel = 10

[State 6000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 6000,1
channel = 10

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "up"
trigger1 = time > 7
value = 6002

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "down"
trigger1 = time > 7
value = 6004

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;---------------------------------------------------------------------------
;グルーヴセレクト(Nグルーヴ)
[Statedef 6004]
ctrl = 1
anim = 6900
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(20) = 4

[State 6000, Explod]
type = Explod
trigger1 = Time = 0
Anim = ifelse(facing = 1, 6004, 6014)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
ontop = 1
ID = 6004
scale = 0.5,0.5

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6005

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6003

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 6004

[State 6000, PlaySnd]
type = Playsnd
trigger1 = parent,command = "down" || parent,command = "up"
trigger1 = time > 7
value = 6000,0
channel = 10

[State 6000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 6000,1
channel = 10

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "up"
trigger1 = time > 7
value = 6003

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "down"
trigger1 = time > 7
value = 6005

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;---------------------------------------------------------------------------
;グルーヴセレクト(Kグルーヴ)
[Statedef 6005]
ctrl = 1
anim = 6900
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(20) = 5

[State 6000, Explod]
type = Explod
trigger1 = Time = 0
Anim = ifelse(facing = 1, 6005, 6015)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
ontop = 1
ID = 6005
scale = 0.5,0.5

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6006

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6004

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 6005

[State 6000, PlaySnd]
type = Playsnd
trigger1 = parent,command = "down" || parent,command = "up"
trigger1 = time > 7
value = 6000,0
channel = 10

[State 6000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 6000,1
channel = 10

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "up"
trigger1 = time > 7
value = 6004

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "down"
trigger1 = time > 7
value = 6006

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;---------------------------------------------------------------------------
;グルーヴセレクト(Exグルーヴ)
[Statedef 6006]
ctrl = 1
anim = 6900
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(20) = 6

[State 6000, Explod]
type = Explod
trigger1 = Time = 0
Anim = ifelse(facing = 1, 6006, 6016)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
pausemovetime = -1
supermove = 1
ontop = 1
ID = 6006
scale = 0.5,0.5

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6000

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 6005

[State 6000, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
ID = 6006

[State 6000, PlaySnd]
type = Playsnd
trigger1 = parent,command = "down" || parent,command = "up"
trigger1 = time > 7
value = 6000,0
channel = 10

[State 6000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 6000,1
channel = 10

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "up"
trigger1 = time > 7
value = 6005

[State 6000, ChangeState]
type = ChangeState
trigger1 = parent,command = "down"
trigger1 = time > 7
value = 6000

[State 6000, DestroySelf]
type = DestroySelf
trigger1 = roundstate > 1
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"

;------------------------ 上矢印
[Statedef 6050]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1



[State 4110, Varset]
type = Varset
trigger1= NumExplod(6051)!
var(1) = 0

[State 9100, PosSet]
type = PosSet
trigger1 = 1
y = -25

[State 4110, Explod]
type = Explod
trigger1 = NumExplod(6050)!
anim = 6055
id = 6050
scale = .5,.5
pos = 0,0
postype = P1
sprpriority = 5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1

[State 4110, Explod]
type = Explod
trigger1 = NumExplod(6051)!
trigger1 = Root,command = "holdup"
anim = 6056
id = 6051
scale = .5,.5
pos = 0,0
vel = 0,-.2
postype = P1
sprpriority = 6
bindtime = 1
removetime = 30
ownpal = 0
ontop = 1

[State 4110, Varadd]
type = Varadd
trigger1= NumExplod(6051)
var(1) = -9



[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Root,NumHelper(6000)!
id = 6050
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Root,NumHelper(6000)!
id = 6051

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Root,NumHelper(6000)!

;------------------------ 下矢印
[Statedef 6055]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1



[State 4110, Varset]
type = Varset
trigger1= NumExplod(6051)!
var(1) = 0

[State 9100, PosSet]
type = PosSet
trigger1 = 1
y = -5

[State 4110, Explod]
type = Explod
trigger1 = NumExplod(6050)!
anim = 6050
id = 6050
scale = .5,.5
pos = 0,0
postype = P1
sprpriority = 5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1

[State 4110, Explod]
type = Explod
trigger1 = NumExplod(6051)!
trigger1 = Root,command = "holddown"
anim = 6051
id = 6051
scale = .5,.5
pos = 0,0
vel = 0,.2
postype = P1
sprpriority = 6
bindtime = 1
removetime = 30
ownpal = 0
ontop = 1

[State 4110, Varadd]
type = Varadd
trigger1= NumExplod(6051)
var(1) = -9


[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Root,NumHelper(6000)!
id = 6050
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Root,NumHelper(6000)!
id = 6051

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Root,NumHelper(6000)!

;---------------------------------------------------------------------------
;スーパーコンボレベルゲージ
[Statedef 6100]
ctrl = 0
anim = 6900
ownpal = 1

[State 6100, Explod];背景
type = Explod
trigger1 = !NumExplod(6101)
anim = 6101
id = 6101
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

;ゲージLv.1
[State 6100, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6102)
anim = 6102
id = 6102
postype = Back
pos = 140,227
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,5

[State 6100, Explod];ゲージMAX
type = Explod
trigger1 = !NumExplod(6103)
anim = 6103
id = 6103
postype = Back
pos = 140,227
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,5

;ゲージLv.2
[State 6100, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6104)
anim = 6102
id = 6104
postype = Back
pos = 97,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,7

[State 6100, Explod];ゲージMAX
type = Explod
trigger1 = !NumExplod(6105)
anim = 6103
id = 6105
postype = Back
pos = 97,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,7

;ゲージLv.3
[State 6100, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6106)
anim = 6102
id = 6106
postype = Back
pos = 54,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,8

[State 6100, Explod];ゲージMAX
type = Explod
trigger1 = !NumExplod(6107)
anim = 6103
id = 6107
postype = Back
pos = 54,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,8

[State 6100, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6100)
trigger1 = teamside = 1
anim = 6100+ceil(root,fvar(16)*200)
id = 6100
postype = Left
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6100)
trigger1 = teamside = 2
anim = 6200+ceil(root,fvar(16)*200)
id = 6100
postype = Right
pos = -140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, Explod];Lv.1_1P
type = Explod
trigger1 = !NumExplod(6201)
trigger1 = teamside = 1
anim = 6104+ceil(root,fvar(16)*200)
id = 6201
postype = Left
pos = 31,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, Explod];1_2P
type = Explod
trigger1 = !NumExplod(6201)
trigger1 = teamside = 2
anim = 6204+ceil(root,fvar(16)*200)
id = 6201
postype = Right
pos = -31,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, Explod];2_1P
type = Explod
trigger1 = !NumExplod(6202)
trigger1 = teamside = 1
anim = 6105+ceil(root,fvar(16)*200)
id = 6202
postype = Left
pos = 31,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, Explod];2_2P
type = Explod
trigger1 = !NumExplod(6202)
trigger1 = teamside = 2
anim = 6205+ceil(root,fvar(16)*200)
id = 6202
postype = Right
pos = -31,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, Explod];3_1P
type = Explod
trigger1 = !NumExplod(6203)
trigger1 = teamside = 1
anim = 6106+ceil(root,fvar(16)*200)
id = 6203
postype = Left
pos = 31,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, Explod];3_2P
type = Explod
trigger1 = !NumExplod(6203)
trigger1 = teamside = 2
anim = 6206+ceil(root,fvar(16)*200)
id = 6203
postype = Right
pos = -31,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6100, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6100)
Id = 6100
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6100)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6100
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6101)
Id = 6101
scale = 1,1
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6101)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6101
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1000
trigger1 = NumExplod(6102)
Id = 6102
scale = 1,5
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 1000
trigger1 = NumExplod(6102)
Id = 6102
scale = (parent,power)/1000.0,5
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6102)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6102
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2000
trigger1 = NumExplod(6104)
Id = 6104
scale = 1,7
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [1000,1999]
trigger1 = NumExplod(6104)
Id = 6104
scale = ((parent,power-1000)/1000.0),7
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6104)
trigger1 = parent,power < 1000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6104
scale = 0,7
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6106)
Id = 6106
scale = 1,8
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [2000,2999]
trigger1 = NumExplod(6106)
Id = 6106
scale = ((parent,power-2000)/1000.0),8
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6106)
trigger1 = parent,power < 2000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6106
scale = 0,8
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1000
trigger1 = NumExplod(6103)
Id = 6103
scale = 1,5
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6103)
trigger1 = parent,power < 1000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6103
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2000
trigger1 = NumExplod(6105)
Id = 6105
scale = 1,7
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6105)
trigger1 = parent,power < 2000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6105
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6107)
Id = 6107
scale = 1,8
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6107)
trigger1 = parent,power < 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6107
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [1000,1999]
trigger1 = NumExplod(6201)
Id = 6201
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6201)
trigger1 = parent,power < 1000 || parent,power >= 2000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6201
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [2000,2999]
trigger1 = NumExplod(6202)
Id = 6202
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6202)
trigger1 = parent,power < 2000 || parent,power >= 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6202
scale = 0,0
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6203)
Id = 6203
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6203)
trigger1 = parent,power < 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6203
scale = 0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
;オリジナルコンボゲージ
[Statedef 6110]
ctrl = 0
anim = 6900
ownpal = 1



[State 6110, Explod];背景1P
type = Explod
trigger1 = !NumExplod(6111)
anim = 6111
id = 6111
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6110, Explod];ゲージ1
type = Explod
trigger1 = !NumExplod(6112)
anim = 6112
id = 6112
postype = Back
pos = 140,230
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6110, Explod];ゲージ2
type = Explod
trigger1 = !NumExplod(6113)
anim = 6113
id = 6113
postype = Back
pos = 136,230
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6110, Explod];ゲージ3
type = Explod
trigger1 = !NumExplod(6114)
anim = 6114
id = 6114
postype = Back
pos = 77,228
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6110, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6110)
trigger1 = teamside = 1
anim = 6110+ceil(root,fvar(16)*200)
id = 6110
postype = Left
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6110, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6110)
trigger1 = teamside = 2
anim = 6210+ceil(root,fvar(16)*200)
id = 6110
postype = Right
pos = -140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6110, Explod];FULL
type = Explod
trigger1 = !NumExplod(6115)
anim = 6115+ceil(root,fvar(16)*200)
id = 6115
postype = Back
pos = 31,228
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6110, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6110)
Id = 6110
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6110)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6110
scale = 0,0
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6111)
Id = 6111
scale = 1,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6111)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6111
scale = 0,0
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 96 && !parent,var(16)
trigger1 = NumExplod(6112)
Id = 6112
scale = 1,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 96 && !parent,var(16)
trigger1 = NumExplod(6112)
Id = 6112
scale = (parent,power)/96.0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) = [1,5]
trigger1 = NumExplod(6112)
Id = 6112
scale = (parent,var(16))/5.0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) > 5
trigger1 = NumExplod(6112)
Id = 6112
scale = 1,1
ignorehitpause = 1

[State 6100, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6112)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6112
scale = 0,0
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1500 && !parent,var(16)
trigger1 = NumExplod(6113)
Id = 6113
scale = 1,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power = [96,1499]) && !parent,var(16)
trigger1 = NumExplod(6113)
Id = 6113
scale = (parent,power-96)/1404.0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6113)
trigger1 = parent,power < 96 && !parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6113
scale = 0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) = [6,167]
trigger1 = NumExplod(6114)
Id = 6113
scale = (parent,var(16)-6)/162.0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) > 167
trigger1 = NumExplod(6114)
Id = 6113
scale = 1,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6113)
trigger1 = parent,var(16) = [1,7]
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6113
scale = 0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000 && !parent,var(16)
trigger1 = NumExplod(6114)
Id = 6114
scale = 1,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power = [1500,2999]) && !parent,var(16)
trigger1 = NumExplod(6114)
Id = 6114
scale = (parent,power-1500)/1500.0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6114)
trigger1 = parent,power < 1500 && !parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6114
scale = 0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) > 167
trigger1 = NumExplod(6114)
Id = 6114
scale = (parent,var(16)-167)/167.0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6114)
trigger1 = parent,var(16) = [1,167]
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6114
scale = 0,1
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000 && !parent,var(16)
trigger1 = NumExplod(6115)
Id = 6115
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6110, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6115)
trigger1 = parent,power < 3000 || parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6115
scale = 0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
;スーパーコンボゲージ
[Statedef 6120]
ctrl = 0
anim = 6900
ownpal = 1

[State 6120, Explod];背景
type = Explod
trigger1 = !NumExplod(6125)
anim = 6121
id = 6121
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6120, Explod];ゲージ1
type = Explod
trigger1 = !NumExplod(6122)
anim = 6122
id = 6122
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6120, Explod];ゲージ2
type = Explod
trigger1 = !NumExplod(6123)
anim = 6123
id = 6123
postype = Back
pos = 136,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6120, Explod];ゲージ3
type = Explod
trigger1 = !NumExplod(6124)
anim = 6124
id = 6124
postype = Back
pos = 35,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6120, Explod];ゲージMAX
type = Explod
trigger1 = !NumExplod(6125)
anim = 6125
id = 6125
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 6120, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6120)
trigger1 = teamside = 1
anim = 6120+ceil(root,fvar(16)*200)
id = 6120
postype = Left
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6120, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6120)
trigger1 = teamside = 2
anim = 6220+ceil(root,fvar(16)*200)
id = 6120
postype = Right
pos = -140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6120, Explod];Super
type = Explod
trigger1 = !NumExplod(6126)
anim = 6126+ceil(root,fvar(16)*200)
id = 6126
postype = Back
pos = 34,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
removetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6120, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6120)
Id = 6120
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6120)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6120
scale = 0,0
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6121)
Id = 6121
scale = 1,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6121)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6121
scale = 0,0
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 96
trigger1 = NumExplod(6122)
Id = 6122
scale = 1,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 96
trigger1 = NumExplod(6122)
Id = 6122
scale = (parent,power/96.0),1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6122)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6122
scale = 0,0
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2520
trigger1 = NumExplod(6123)
Id = 6123
scale = 1,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [96,2519]
trigger1 = NumExplod(6123)
Id = 6123
scale = (parent,power-96)/2424.0,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6123)
trigger1 = parent,power < 96
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6123
scale = 0,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6124)
Id = 6124
scale = 1,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [2520,2999]
trigger1 = NumExplod(6124)
Id = 6124
scale = ((parent,power-2520)/480.0),1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6124)
trigger1 = parent,power < 2520
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6124
scale = 0,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6125)
Id = 6125
scale = 1,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6125)
trigger1 = parent,power < 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6125
scale = 0,1
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6126)
Id = 6126
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6120, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6126)
trigger1 = parent,power < 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6126
scale = 0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
;エクストラゲージ
[Statedef 6130]
ctrl = 0
anim = 6900
ownpal = 1



[State 6130, Explod];背景
type = Explod
trigger1 = !NumExplod(6131)
anim = 6131
id = 6131
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6130, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6132)
anim = 6132
id = 6132
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6130, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6130)
trigger1 = teamside = 1
anim = 6130+ceil(root,fvar(16)*200)
id = 6130
postype = Left
pos = 140,230
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6130, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6130)
trigger1 = teamside = 2
anim = 6230+ceil(root,fvar(16)*200)
id = 6130
postype = Right
pos = -140,230
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6130, Explod];MAX
type = Explod
trigger1 = !NumExplod(6133)
anim = 6133+ceil(root,fvar(16)*200)
id = 6133
postype = Back
pos = 30,220
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
removetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6130, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6130)
Id = 6130
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6130)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6130
scale = 0,0
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6131)
Id = 6131
scale = 1,1
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6131)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6131
scale = 0,0
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
triggerall = !parent,Var(14)
trigger1 = NumExplod(6132)
Id = 6132
scale = ((parent,power)/1000.0),1
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
triggerall = parent,Var(14)
trigger1 = NumExplod(6132)
Id = 6132
scale = (parent,Var(14))/750.0,1
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6132)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6132
scale = 0,0
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
triggerall = parent,Var(14)
trigger1 = NumExplod(6133)
Id = 6133
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6130, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6133)
trigger1 = !parent,Var(14)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6133
scale = 0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
;アドヴァンストパワーゲージ
[Statedef 6140]
ctrl = 0
anim = 6900
ownpal = 1

[State 6140, Explod];背景
type = Explod
trigger1 = !NumExplod(6141)
anim = 6141
id = 6141
postype = Back
pos = 114,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6140, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6142)
anim = 6142
id = 6142
postype = Back
pos = 114,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6140, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6140)
trigger1 = teamside = 1
anim = 6140+ceil(root,fvar(16)*200)
id = 6140
postype = Left
pos = 114,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6140, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6140)
trigger1 = teamside = 2
anim = 6240+ceil(root,fvar(16)*200)
id = 6140
postype = Right
pos = -114,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6140, Explod];PowerUp!
type = Explod
trigger1 = !NumExplod(6143)
anim = 6143+ceil(root,fvar(16)*200)
id = 6143
postype = Back
pos = 30,221
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6140, Explod];ランプ1
type = Explod
trigger1 = !NumExplod(6144)
anim = 6144
id = 6144
postype = Back
pos = 138,228
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 0.5,0.5

[State 6140, Explod];ランプ2
type = Explod
trigger1 = !NumExplod(6145)
anim = 6144
id = 6145
postype = Back
pos = 130,228
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 0.5,0.5

[State 6140, Explod];ランプ3
type = Explod
trigger1 = !NumExplod(6146)
anim = 6144
id = 6146
postype = Back
pos = 122,228
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 0.5,0.5

[State 6140, Explod];点灯1
type = Explod
trigger1 = !NumExplod(6147)
anim = 6145
id = 6147
postype = Back
pos = 138,228
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 0.5,0.5

[State 6140, Explod];点灯2
type = Explod
trigger1 = !NumExplod(6148)
anim = 6145
id = 6148
postype = Back
pos = 130,228
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 0.5,0.5

[State 6140, Explod];点灯3
type = Explod
trigger1 = !NumExplod(6149)
anim = 6145
id = 6149
postype = Back
pos = 122,228
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 0.5,0.5



[State 6140,VarSet]
type = VarSet
trigger1 = Var(3) <= 0
var(4) = 0

[State 6140,VarAdd]
type = VarAdd
triggerall = Var(3) < 19
trigger1 = Var(4)!
var(3) = 1

[State 6140,VarSet]
type = VarSet
trigger1 = Var(3) >= 19
var(4) = 1

[State 6140,VarAdd]
type = VarAdd
triggerall = Var(3) > 0
trigger1 = Var(4)
var(3) = -1

[State 6140, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6140)
Id = 6140
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6140)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6140
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6141)
Id = 6141
scale = 1,1
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6141)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6141
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 1000
trigger1 = NumExplod(6142)
Id = 6142
scale = (parent,power)/1000.0,1
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [1000,1999]
trigger1 = NumExplod(6142)
Id = 6142
scale = ((parent,power-1000)/1000.0),1
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power = [2000,2999]
trigger1 = NumExplod(6142)
Id = 6142
scale = ((parent,power-2000)/1000.0),1
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6142)
Id = 6142
scale = 1,1
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6142)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6142
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6143)
Id = 6143
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6143)
trigger1 = parent,power < 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6143
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1000
trigger1 = NumExplod(6144)
Id = 6144
scale = .5,.5
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6144)
trigger1 = parent,power < 1000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6144
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2000
trigger1 = NumExplod(6145)
Id = 6145
scale = .5,.5
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6145)
trigger1 = parent,power < 2000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6145
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6146)
Id = 6146
scale = .5,.5
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6146)
trigger1 = parent,power < 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6146
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1000
trigger1 = NumExplod(6147)
Id = 6147
scale = .5,.5
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6147)
trigger1 = parent,power < 1000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6147
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2000
trigger1 = NumExplod(6148)
Id = 6148
scale = .5,.5
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6148)
trigger1 = parent,power < 2000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6148
scale = 0,0
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(6149)
Id = 6149
scale = .5,.5
ignorehitpause = 1

[State 6140, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6149)
trigger1 = parent,power < 3000
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6149
scale = 0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
;パワーMAXゲージ
[Statedef 6170]
ctrl = 0
anim = 6900
ownpal = 1


[State 6170, Explod];背景
type = Explod
trigger1 = !NumExplod(6171)
anim = 6171
id = 6171
postype = Back
pos = 142,214
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6170, Explod];背景
type = Explod
trigger1 = !NumExplod(6172)
anim = 6172
id = 6172
postype = Back
pos = 142,214
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6170, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6173)
anim = 6173
id = 6173
postype = Back
pos = 142,214
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6170, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6170)
trigger1 = teamside = 1
anim = 6170+ceil(root,fvar(16)*200)
id = 6170
postype = Left
pos = 142,214
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6170, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6170)
trigger1 = teamside = 2
anim = 6270+ceil(root,fvar(16)*200)
id = 6170
postype = Right
pos = -142,214
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6170, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6171)
Id = 6173
scale = (parent,Var(15))/675.0,1
ignorehitpause = 1

[State 6170, RemoveExplod]
type = RemoveExplod
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
trigger2 = !parent,var(15)
;trigger3 = parent,var(13)
ID = 6170

[State 6170, RemoveExplod]
type = RemoveExplod
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
trigger2 = !parent,var(15)
;trigger3 = parent,var(13)
ID = 6171

[State 6170, RemoveExplod]
type = RemoveExplod
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
trigger2 = !parent,var(15)
;trigger3 = parent,var(13)
ID = 6172

[State 6170, RemoveExplod]
type = RemoveExplod
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
trigger2 = !parent,var(15)
;trigger3 = parent,var(13)
ID = 6173

[State 6170, DestroySelf]
type = DestroySelf
trigger1 = !parent,var(15)

;---------------------------------------------------------------------------
;怒りゲージ
[Statedef 6150]
ctrl = 0
anim = 6900
ownpal = 1

[State 6150, Explod];背景
type = Explod
trigger1 = !NumExplod(6151)
anim = 6151
id = 6151
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6150, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6152)
anim = 6152
id = 6152
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 6150, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6150)
trigger1 = teamside = 1
anim = 6150+ceil(root,fvar(16)*200)
id = 6150
postype = Left
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6150, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6150)
trigger1 = teamside = 2
anim = 6250+ceil(root,fvar(16)*200)
id = 6150
postype = Right
pos = -140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6150, Explod];怒（大）
type = Explod
trigger1 = !NumExplod(6153)
anim = 6153+ceil(root,fvar(16)*200)
id = 6153
postype = Back
pos = 22,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6150, Explod];炎
type = Explod
trigger1 = !NumExplod(6154)
anim = 6154
id = 6154
postype = Back
pos = 22,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 0.5,0.5

[State 6150, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6150)
Id = 6150
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6150, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6150)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6150
scale = 0,0
ignorehitpause = 1

[State 6150, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6151)
Id = 6151
scale = 1,1
ignorehitpause = 1

[State 6150, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6151)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6151
scale = 0,0
ignorehitpause = 1

[State 6150, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6151)
Id = 6152
scale = ((parent,fvar(13))/7200.0),1
ignorehitpause = 1

[State 6150, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6152)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6152
scale = 0,0
ignorehitpause = 1

[State 6150, ModifyExplod]
type = ModifyExplod
triggerall = parent,fVar(13) > 0 && parent,Var(43)
trigger1 = NumExplod(6153)
Id = 6153
scale = fvar(1),fvar(1)

[State 6150, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6153)
trigger1 = (!parent,var(43) || !parent,fvar(13) && parent,Var(43))
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6153
scale = 0,0

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0
fvar(1) = ifelse((!root,fvar(16)),.5,1)

[State 4100,Varadd]
type = Varadd
trigger1 = var(1)!
trigger1 = fvar(1) < ifelse((!root,fvar(16)),.5,1)
fvar(1) = ifelse((!root,fvar(16)),.002,.004)

[State 4100,Varadd]
type = VarSet
trigger1 = fvar(1) >= ifelse((!root,fvar(16)),.5,1)
var(1) = 1

[State 4100,Varadd]
type = Varadd
trigger1 = var(1)
trigger1 = fvar(1) > ifelse((!root,fvar(16)),.4,.75)
fvar(1) = -ifelse((!root,fvar(16)),.0015,.003)

[State 4100,Varadd]
type = VarSet
trigger1 = fvar(1) <= ifelse((!root,fvar(16)),.4,.75)
var(1) = 0

[State 6150, ModifyExplod]
type = ModifyExplod
triggerall = parent,fVar(13) > 0 && parent,Var(43)
trigger1 = NumExplod(6154)
Id = 6154
scale = .5,.5
ignorehitpause = 1

[State 6150, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6154)
trigger1 = (!parent,var(43) || !parent,fvar(13) && parent,Var(43))
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6154
scale = 0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
;エクストラレベルゲージ
[Statedef 6160]
ctrl = 0
anim = 6900
ownpal = 1



[State 6160, Explod];背景
type = Explod
trigger1 = !NumExplod(6101)
anim = 6101
id = 6101
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

;ゲージLv.1
[State 6160, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6102)
anim = 6102
id = 6102
postype = Back
pos = 140,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,5

[State 6160, Explod];ゲージMAX
type = Explod
trigger1 = !NumExplod(6103)
anim = 6103
id = 6103
postype = Back
pos = 140,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,5

;ゲージLv.2
[State 6160, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6104)
anim = 6102
id = 6104
postype = Back
pos = 97,225
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,7

[State 6160, Explod];ゲージMAX
type = Explod
trigger1 = !NumExplod(6105)
anim = 6103
id = 6105
postype = Back
pos = 97,225
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,7

;ゲージLv.3
[State 6160, Explod];ゲージ
type = Explod
trigger1 = !NumExplod(6106)
anim = 6102
id = 6106
postype = Back
pos = 54,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,8

[State 6160, Explod];ゲージMAX
type = Explod
trigger1 = !NumExplod(6107)
anim = 6103
id = 6107
postype = Back
pos = 54,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,8

[State 6160, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6160)
trigger1 = teamside = 1
anim = 6160+ceil(root,fvar(16)*200)
id = 6160
postype = Left
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6160, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6160)
trigger1 = teamside = 2
anim = 6260+ceil(root,fvar(16)*200)
id = 6160
postype = Right
pos = -140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6160, Explod];Lv.1_1P
type = Explod
trigger1 = !NumExplod(6201)
trigger1 = teamside = 1
anim = 6104+ceil(root,fvar(16)*200)
id = 6201
postype = Left
pos = 31,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6160, Explod];1_2P
type = Explod
trigger1 = !NumExplod(6201)
trigger1 = teamside = 2
anim = 6204+ceil(root,fvar(16)*200)
id = 6201
postype = Right
pos = -31,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6160, Explod];2_1P
type = Explod
trigger1 = !NumExplod(6202)
trigger1 = teamside = 1
anim = 6105+ceil(root,fvar(16)*200)
id = 6202
postype = Left
pos = 31,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6160, Explod];2_2P
type = Explod
trigger1 = !NumExplod(6202)
trigger1 = teamside = 2
anim = 6205+ceil(root,fvar(16)*200)
id = 6202
postype = Right
pos = -31,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6160, Explod];3_1P
type = Explod
trigger1 = !NumExplod(6203)
trigger1 = teamside = 1
anim = 6106+ceil(root,fvar(16)*200)
id = 6203
postype = Left
pos = 31,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)

[State 6160, Explod];3_2P
type = Explod
trigger1 = !NumExplod(6203)
trigger1 = teamside = 2
anim = 6206+ceil(root,fvar(16)*200)
id = 6203
postype = Right
pos = -31,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)



[State 6160, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6160)
Id = 6160
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6160)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6160
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6101)
Id = 6101
scale = 1,1
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6101)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6101
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1000 && !parent,var(16)
trigger1 = NumExplod(6102)
Id = 6102
scale = 1,5
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 1000 && !parent,var(16)
trigger1 = NumExplod(6102)
Id = 6102
scale = (parent,power)/1000.0,5
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) = [1,111]
trigger1 = NumExplod(6102)
Id = 6102
scale = (parent,var(16))/111.0,5
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) > 111
trigger1 = NumExplod(6102)
Id = 6102
scale = 1,5
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6102)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6102
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2000 && !parent,var(16)
trigger1 = NumExplod(6104)
Id = 6104
scale = 1,7
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power = [1000,1999]) && !parent,var(16)
trigger1 = NumExplod(6104)
Id = 6104
scale = ((parent,power-1000)/1000.0),7
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) = [112,222]
trigger1 = NumExplod(6104)
Id = 6104
scale = (parent,var(16)-111)/111.0,7
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) > 222
trigger1 = NumExplod(6104)
Id = 6104
scale = 1,7
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6104)
trigger1 = parent,power < 1000 && !parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6104
scale = 0,7
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000 && !parent,var(16)
trigger1 = NumExplod(6106)
Id = 6106
scale = 1,8
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power = [2000,2999]) && !parent,var(16)
trigger1 = NumExplod(6106)
Id = 6106
scale = ((parent,power-2000)/1000.0),8
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,var(16) = [223,334]
trigger1 = NumExplod(6106)
Id = 6106
scale = (parent,var(16)-222)/111.0,8
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6106)
trigger1 = parent,power < 2000 && !parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6106
scale = 0,8
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1000 && !parent,var(16)
trigger1 = NumExplod(6103)
Id = 6103
scale = 1,5
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6103)
trigger1 = parent,power < 1000 || parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6103
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2000 && !parent,var(16)
trigger1 = NumExplod(6105)
Id = 6105
scale = 1,7
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6105)
trigger1 = parent,power < 2000 || parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6105
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000 && !parent,var(16)
trigger1 = NumExplod(6107)
Id = 6107
scale = 1,8
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6107)
trigger1 = parent,power < 3000 || parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6107
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power = [1000,1999]) && !parent,var(16)
trigger1 = NumExplod(6201)
Id = 6201
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6201)
trigger1 = parent,power < 1000 || parent,power >= 2000 || parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6201
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power = [2000,2999]) && !parent,var(16)
trigger1 = NumExplod(6202)
Id = 6202
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6202)
trigger1 = parent,power < 2000 || parent,power >= 3000 || parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6202
scale = 0,0
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000 && !parent,var(16)
trigger1 = NumExplod(6203)
Id = 6203
scale = ifelse(!root,fvar(16),.5,1),ifelse(!root,fvar(16),.5,1)
ignorehitpause = 1

[State 6160, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6203)
trigger1 = parent,power < 3000 || parent,var(16)
trigger2 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger3 = parent,var(13)
Id = 6203
scale = 0,0
ignorehitpause = 1

;---------------------------------------------------------------------------
;グルーヴポイント
[Statedef 6500]
ctrl = 0
anim = 6900
ownpal = 1

;config呼び出し
[State 6500, Helper]
type = Helper
trigger1 = time = 0
id = 10010
name = "config"
pos = -300,0
postype = Left
stateno = 10010
helpertype = normal
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

;KO時
;roundstate=3（KO〜Win）フレーム経過数
[State 6500, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
var(1) = 1
ignorehitpause = 1

;roundstate=4（Win）フレーム経過数
[State 6500, VarAdd]
type = VarAdd
trigger1 = roundstate = 4
var(2) = 1
ignorehitpause = 1

;MAXコンボボーナス
[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = parent,var(47) = [1,9]
var(50)=(parent,var(47))*5000
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = parent,var(47) = [10,17]
var(50)=((parent,var(47)-9)*3000)+45000
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = parent,var(47) >= 18
var(50)=ifelse((((parent,var(47)-17)*1000)+69000)>1000000,999000,(((parent,var(47)-17)*1000)+69000))
ignorehitpause = 1

;バイタリティボーナス
[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = (100*parent,life/parent,const(data.life))=[76,100]
var(50)=20000
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = (100*parent,life/parent,const(data.life))=[26,75]
var(50)=10000
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = (100*parent,life/parent,const(data.life))=[2,25]
var(50)=5000
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = (100*parent,life/parent,const(data.life))=[0,1]
var(50)=30000
ignorehitpause = 1

;パーフェクトボーナス
[State 6500, VarSet]
type = VarSet
triggerall = !var(3)
trigger1 = ceil(100*parent,life/parent,const(data.life))<99
var(3)=1
ignorehitpause = 1

[State 6500, VarSet]
type = VarSet
trigger1 = time = 0
var(3)=0
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = var(2) = 1
trigger1 = !var(3)
var(50)=50000
ignorehitpause = 1

;勝利時ボーナス
[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = parent,var(48) = 1
trigger1 = var(1) = 1
var(50)=ifelse(parent,var(49)=1,10000,ifelse(parent,var(49)=2,20000,ifelse((parent,var(49)=3&&!parent,var(41)),40000,ifelse((parent,var(49)=3&&parent,var(41)),70001,5000))))
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = parent,var(48) = 2
trigger1 = var(1) = 1
var(50)=ifelse(parent,var(49)=1,10000,ifelse(parent,var(49)=2,20000,ifelse((parent,var(49)=3&&!parent,var(41)),40000,ifelse((parent,var(49)=3&&parent,var(41)),70001,5000))))
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = parent,var(48) = 3
trigger1 = var(1) = 1
var(50)=ifelse(parent,var(49)=1,20000,ifelse(parent,var(49)=2,40000,ifelse((parent,var(49)=3&&!parent,var(41)),80001,ifelse((parent,var(49)=3&&parent,var(41)),90001,10000))))
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = parent,win
triggerall = parent,alive
triggerall = parent,var(48) = 4
trigger1 = var(1) = 1
var(50)=ifelse(parent,var(49)=1,40000,ifelse(parent,var(49)=2,50001,ifelse((parent,var(49)=3&&!parent,var(41)),90001,ifelse((parent,var(49)=3&&parent,var(41)),100001,20000))))
ignorehitpause = 1

;敗北時ボーナス
[State 6500, VarAdd]
type = ParentVarAdd
triggerall = !parent,alive
triggerall = parent,var(49) = 1
trigger1 = var(1) = 1
var(50)=ifelse(parent,var(48)=1,-5000,ifelse(parent,var(48)=2,-10000,ifelse(((parent,var(48)=[3,4])&&!parent,var(41)),-20000,ifelse(((parent,var(48)=[3,4])&&parent,var(41)),-40000,-2000))))
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = !parent,alive
triggerall = parent,var(49) = 2
trigger1 = var(1) = 1
var(50)=ifelse(parent,var(48)=1,-10000,ifelse(parent,var(48)=2,-20000,ifelse(((parent,var(48)=[3,4])&&!parent,var(41)),-40000,ifelse(((parent,var(48)=[3,4])&&parent,var(41)),-70001,-5000))))
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = !parent,alive
triggerall = parent,var(49) = 3
trigger1 = var(1) = 1
var(50)=ifelse(parent,var(48)=1,-20000,ifelse(parent,var(48)=2,-40000,ifelse(((parent,var(48)=[3,4])&&!parent,var(41)),-80001,ifelse(((parent,var(48)=[3,4])&&parent,var(41)),-90001,10000))))
ignorehitpause = 1

;コンプリートボーナス用
[State 6500, VarAdd]
type = VarAdd
trigger1 = matchover
var(6) = 1
ignorehitpause = 1

[State 6500, VarAdd]
type = ParentVarAdd
triggerall = var(6) = 1
triggerall = parent,alive
triggerall = parent,win
trigger1 = !parent,var(54)
var(50)=20000*parent,var(55)
ignorehitpause = 1

;GP表示
[State 6500, Explod];背景1P
type = Explod
trigger1 = !NumExplod(6501)
trigger1 = teamside = 1
anim = 6501
id = 6501
postype = Left
pos = -50,-50
ownpal = 0;試験3
bindtime = -1
ignorehitpause = 1
sprpriority = -102
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod];背景2P
type = Explod
trigger1 = !NumExplod(6501)
trigger1 = teamside = 2
anim = 6551
id = 6501
postype = Right
pos = 50,-50
ownpal = 0;試験3
bindtime = -1
ignorehitpause = 1
sprpriority = -102
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod];枠1P
type = Explod
trigger1 = !NumExplod(6500)
trigger1 = teamside = 1
anim = 6500
id = 6500
postype = Left
pos = -50,-50
ownpal = 1;試験1
bindtime = -1
ignorehitpause = 1
sprpriority = -101
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod];枠2P
type = Explod
trigger1 = !NumExplod(6500)
trigger1 = teamside = 2
anim = 6550
id = 6500
postype = Right
pos = 50,-50
ownpal = 1;試験1
bindtime = -1
ignorehitpause = 1
sprpriority = -101
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(51)=floor(abs(parent,var(50))*.000001)
ignorehitpause = 1
persistent = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(52)=floor(abs(parent,var(50))*.00001)%10
ignorehitpause = 1
persistent = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(53)=floor(abs(parent,var(50))*.0001)%10
ignorehitpause = 1
persistent = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(54)=floor(abs(parent,var(50))*.001)%10
ignorehitpause = 1
persistent = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(55)=floor(abs(parent,var(50))*.01)%10
ignorehitpause = 1
persistent = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(56)=floor(abs(parent,var(50))*.1)%10
ignorehitpause = 1
persistent = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(57)=abs(parent,var(50))%10
ignorehitpause = 1
persistent = 1

[State 6500, Explod]
type = Explod
trigger1 = teamside = 1
id = 6510
name = "gp_1"
pos = 141+var(20),47-var(21)
postype = Left
anim = ifelse(abs(parent,var(50))>=9999999,6549,6540+var(57))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
trigger1 = teamside = 2
id = 6510
name = "gp_1"
pos = -103-var(20),47-var(21)
postype = Right
anim = ifelse(abs(parent,var(50))>=9999999,6599,6590+var(57))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
trigger1 = teamside = 1
id = 6511
name = "gp_2"
pos = 137+var(20),47-var(21)
postype = Left
anim = ifelse(abs(parent,var(50))>=9999999,6549,6540+var(56))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
trigger1 = teamside = 2
id = 6511
name = "gp_2"
pos = -107-var(20),47-var(21)
postype = Right
anim = ifelse(abs(parent,var(50))>=9999999,6599,6590+var(56))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 1
id = 6512
name = "gp_3"
pos = 133+var(20),47-var(21)
postype = Left
anim = ifelse(abs(parent,var(50))>=9999999,6549,6540+var(55))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 2
id = 6512
name = "gp_3"
pos = -111-var(20),47-var(21)
postype = Right
anim = ifelse(abs(parent,var(50))>=9999999,6599,6590+var(55))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 1
id = 6513
name = "gp_4"
pos = 127+var(20),45-var(21)
postype = Left
anim = ifelse(abs(parent,var(50))>=9999999,6519,6510+var(54))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 2
id = 6513
name = "gp_4"
pos = -118-var(20),45-var(21)
postype = Right
anim = ifelse(abs(parent,var(50))>=9999999,6569,6560+var(54))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 1
id = 6514
name = "gp_5"
pos = 121+var(20),45-var(21)
postype = Left
anim = ifelse(!var(51)&&!var(52)&&!var(53),6902,ifelse(abs(parent,var(50))>=9999999,6519,6510+var(53)))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 2
id = 6514
name = "gp_5"
pos = -124-var(20),45-var(21)
postype = Right
anim = ifelse(!var(51)&&!var(52)&&!var(53),6902,ifelse(abs(parent,var(50))>=9999999,6569,6560+var(53)))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 1
id = 6515
name = "gp_6"
pos = 115+var(20),45-var(21)
postype = Left
anim = ifelse(!var(51)&&!var(52),6902,ifelse(abs(parent,var(50))>=9999999,6519,6510+var(52)))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 2
id = 6515
name = "gp_6"
pos = -130-var(20),45-var(21)
postype = Right
anim = ifelse(!var(51)&&!var(52),6902,ifelse(abs(parent,var(50))>=9999999,6569,6560+var(52)))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 1
id = 6516
name = "gp_7"
pos = 109+var(20),45-var(21)
postype = Left
anim = ifelse(!var(51),6902,ifelse(abs(parent,var(50))>=9999999,6519,6510+var(51)))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
trigger1 = teamside = 2
id = 6516
name = "gp_7"
pos = -136-var(20),45-var(21)
postype = Right
anim = ifelse(!var(51),6902,ifelse(abs(parent,var(50))>=9999999,6569,6560+var(51)))
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
triggerall = parent,var(50) < 0
trigger1 = teamside = 1
id = 6517
name = "gp_-"
pos = ifelse((parent,var(50)=[-9999,-1]),120,ifelse((parent,var(50)=[-99999,-10000]),116,ifelse((parent,var(50)=[-999999,-100000]),110,104)))+var(20),45-var(21)
postype = Left
anim = 6520
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, Explod]
type = Explod
triggerall = time > 1
triggerall = parent,var(50) < 0
trigger1 = teamside = 2
id = 6517
name = "gp_-"
pos = ifelse((parent,var(50)=[-9999,-1]),-122,ifelse((parent,var(50)=[-99999,-10000]),-128,ifelse((parent,var(50)=[-999999,-100000]),-134,-140)))-var(20),45-var(21)
postype = Right
anim = 6570
ownpal = 1;試験2
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6500, VarSet]
type = VarSet
triggerall = time > 1
triggerall = roundstate = 2
trigger1 = root,fvar(24)
trigger2 = (root,stateno = 150 || root,stateno = 152 || root,stateno= 154) && root,time = 1
trigger3 = (root,stateno = 5000 || root,stateno = 5020 || root,stateno = 5070 || root,stateno = 5080) && root,time = 1
trigger4 = root,var(17)-var(13)>0
trigger5 = var(14)-root,fvar(12)>0
trigger5 = (root,stateno != 5000 && root,stateno != 5020 && root,stateno != 5070 && root,stateno != 5080)
var(11) = ifelse((root,var(50)-var(10)>0),1,-1)
ignorehitpause = 1

[State 6500, VarSet]
type = VarSet
triggerall = time > 1
triggerall = roundstate = 2
trigger1 = root,fvar(24)
trigger2 = (root,stateno = 150 || root,stateno = 152 || root,stateno= 154) && root,time = 1
trigger3 = (root,stateno = 5000 || root,stateno = 5020 || root,stateno = 5070 || root,stateno = 5080) && root,time = 1
trigger4 = root,var(17)-var(13)>0
trigger5 = var(14)-root,fvar(12)>0
trigger5 = (root,stateno != 5000 && root,stateno != 5020 && root,stateno != 5070 && root,stateno != 5080)
var(12) = 0
ignorehitpause = 1

[State 6500, VarAdd]
type = VarAdd
trigger1 = var(11)
trigger1 = time > 1
var(12) = 1
ignorehitpause = 1

[State 6500, VarSet]
type = VarSet
trigger1 = var(12) = 18
trigger1 = time > 1
var(11) = 0
ignorehitpause = 1

[State 6500, VarSet]
type = VarSet
trigger1 = var(12) = 18
trigger1 = time > 1
var(12) = 0
ignorehitpause = 1




[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(10) = root,var(50)
ignorehitpause = 1

[State 6500, VarSet]
type = ParentVarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(13) = root,var(17)
ignorehitpause = 1

[State 6500, VarSet]
type = VarSet
trigger1 = 1
var(14) = root,life
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time = 2
trigger1 = teamside = 1
anim = 6501
id = 6501
postype = Left
pos = 90+var(20),42-var(21)

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time = 2
trigger1 = teamside = 2
anim = 6551
id = 6501
postype = Right
pos = -154-var(20),42-var(21)

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time = 2
trigger1 = teamside = 1
anim = 6500
id = 6500
postype = Left
pos = 90+var(20),42-var(21)
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time = 2
trigger1 = teamside = 2
anim = 6550
id = 6500
postype = Right
pos = -154-var(20),42-var(21)

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6501)
Id = 6501
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6501)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6501
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6500)
Id = 6500
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6500)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6500
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6510)
Id = 6510
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6510)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6510
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6511)
Id = 6511
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6511)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6511
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6512)
Id = 6512
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6512)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6512
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6513)
Id = 6513
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6513)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6513
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6514)
Id = 6514
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6514)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6514
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6515)
Id = 6515
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6515)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6515
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6516)
Id = 6516
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6516)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6516
scale = 0,0
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6517)
Id = 6517
scale = .5,.5
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = NumExplod(6517)
trigger1 = NumHelper(9000)||(parent,var(52)&&enemynear,NumHelper(9000))||parent,fvar(20)
;trigger2 = parent,var(13)
Id = 6517
scale = 0,0
ignorehitpause = 1

[State 6500, DestroySelf]
type = DestroySelf
trigger1 = parent,fvar(3)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ガード系）（一段目）
[Statedef 6600]
ctrl = 0
anim = 6900
ownpal = 1

[State 6600, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6600, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6600, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6600, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6600, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6600, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6600, ModifyExplod]
type = ModifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6600, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6600, ChangeState]
type = changestate
triggerall = root,movetype != H
triggerall = root,Time = 1
triggerall = time > 1
trigger1 = root,stateno = 810
trigger2 = root,stateno = 820
trigger3 = root,stateno = 4000 || root,stateno = 4001
trigger4 = root,stateno = 4010 || root,stateno = 4011
trigger5 = root,stateno = 4020 || root,stateno = 4021
trigger6 = root,stateno = 4100
trigger7 = root,stateno = 4110
trigger8 = root,stateno = 4120
trigger9 = root,stateno = 1800
value = 6600

[State 6600, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6600, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6600, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6701

[State 6600, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（カウンターヒット）（一段目）
[Statedef 6601]
ctrl = 0
anim = 6900
ownpal = 1

[State 6601, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6601, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6601, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6601, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6601, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6601+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6601, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6651+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6601, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6601, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6601, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6601, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6601, ChangeState]
type = changestate
trigger1 = root,fvar(15) = 1
trigger1 = time > 1
value = 6601

[State 6601, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6701

[State 6601, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ファーストアタック）（一段目）
[Statedef 6602]
ctrl = 0
anim = 6900
ownpal = 1

[State 6602, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6602, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6602, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6602, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6602, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6602+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6602, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6652+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6602, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6602, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6602, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6602, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6602, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6701

[State 6602, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（テックヒット）（一段目）
[Statedef 6603]
ctrl = 0
anim = 6900
ownpal = 1

[State 6603, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6603, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6603, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6603, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6603, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6603, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6603, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6603, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6603, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6603, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6603, ChangeState]
type = changestate
trigger1 = root,stateno = 1800
trigger1 = root,Time = 1
trigger1 = time > 1
value = 6603

[State 6603, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6701

[State 6603, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（リバーサル）（一段目）
[Statedef 6604]
ctrl = 0
anim = 6900
ownpal = 1

[State 6604, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6604, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6604, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6604, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6604, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6609+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6604, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6659+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6604, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6604, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 4110, changestate]
type = changestate
triggerall = root,fvar(23)
triggerall = root,Time = 1
triggerall = root,movetype != H
triggerall = time > 1
trigger1 = root,stateno = [1000,3999]
value = 6604

[State 6604, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6604, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6604, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6701

[State 6604, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（フィニッシュ）（一段目）
[Statedef 6700]
ctrl = 0
anim = 6900
ownpal = 1

[State 6700, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6700, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6700, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6700, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6700, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6700+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6700, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6750+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6700, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6700, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6700, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6700, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6701, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6701

[State 6701, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（体力ボーナス）（一段目）
[Statedef 6701]
ctrl = 0
anim = 6900
ownpal = 1

[State 6701, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6701, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6701, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6701, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6701, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim=ifelse(((100*root,life/root,const(data.life))=[76,100]),6707,ifelse(((100*root,life/root,const(data.life))=[26,75]),6708,ifelse(((100*root,life/root,const(data.life))=[2,25]),6709,6710)))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6701, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim=ifelse(((100*root,life/root,const(data.life))=[76,100]),6757,ifelse(((100*root,life/root,const(data.life))=[26,75]),6758,ifelse(((100*root,life/root,const(data.life))=[2,25]),6759,6760)))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6701, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6701, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6701, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6701, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6701, ChangeState]
type = DestroySelf
trigger1 = roundstate != 4

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（コンプリート）（一段目）
[Statedef 6704]
ctrl = 0
anim = 6900
ownpal = 1

[State 6704, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(5) = 1
ignorehitpause = 1

[State 6704, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(5) = 0
ignorehitpause = 1

[State 6704, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6704, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6704, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = 6700
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6704, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = 6750
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6704, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6704, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),80-ceil(root,fvar(37))
ignorehitpause = 1

[State 6704, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6704, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,80-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6704, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6701

[State 6704, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ガード系）（二段目）
[Statedef 6610]
ctrl = 0
anim = 6900
ownpal = 1

[State 6610, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6610, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6610, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6610, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6610, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6610, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6610, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6610, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6610, ChangeState]
type = changestate
triggerall = root,movetype != H
triggerall = root,Time = 1
triggerall = time > 1
trigger1 = root,stateno = 810
trigger2 = root,stateno = 820
trigger3 = root,stateno = 4000 || root,stateno = 4001
trigger4 = root,stateno = 4010 || root,stateno = 4011
trigger5 = root,stateno = 4020 || root,stateno = 4021
trigger6 = root,stateno = 4100
trigger7 = root,stateno = 4110
trigger8 = root,stateno = 4120
trigger9 = root,stateno = 1800
value = 6610

[State 6610, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6610, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6610, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = ifelse(!root,fvar(14),6712,6713)

[State 6610, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（カウンターヒット）（二段目）
[Statedef 6611]
ctrl = 0
anim = 6900
ownpal = 1

[State 6611, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6611, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6611, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6611, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6611, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6601+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6611, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6651+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6611, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6611, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6611, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6611, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6611, ChangeState]
type = changestate
trigger1 = root,fvar(15) = 1
trigger1 = time > 1
value = 6611

[State 6611, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = ifelse(!root,fvar(14),6712,6713)

[State 6611, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ファーストアタック）（二段目）
[Statedef 6612]
ctrl = 0
anim = 6900
ownpal = 1

[State 6612, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6612, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6612, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6612, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6612, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6602+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6612, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6652+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6612, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6612, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6612, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6612, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6612, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = ifelse(!root,fvar(14),6712,6713)

[State 6612, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（テックヒット）（二段目）
[Statedef 6613]
ctrl = 0
anim = 6900
ownpal = 1

[State 6613, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6613, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6613, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6613, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6613, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6613, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6613, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6613, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 4110, changestate]
type = changestate
trigger1 = root,stateno = 1800
trigger1 = root,Time = 1
trigger1 = time > 1
value = 6613

[State 6613, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6613, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6613, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = ifelse(!root,fvar(14),6712,6713)

[State 6613, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（リバーサル）（二段目）
[Statedef 6614]
ctrl = 0
anim = 6900
ownpal = 1

[State 6614, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6614, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6614, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6614, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6614, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6609+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6614, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6659+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6614, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6614, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 4110, changestate]
type = changestate
triggerall = root,fvar(23)
triggerall = root,Time = 1
triggerall = root,movetype != H
triggerall = time > 1
trigger1 = root,stateno = [1000,3999]
value = 6614

[State 6614, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6614, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6614, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = ifelse(!root,fvar(14),6712,6713)

[State 6614, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（フィニッシュ）（二段目）
[Statedef 6710]
ctrl = 0
anim = 6900
ownpal = 1

[State 6710, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6710, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6710, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6710, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6710, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6700+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6710, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6750+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6710, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6710, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6710, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6710, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6710, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = ifelse(!root,fvar(14),6712,6713)

[State 6710, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（パーフェクト）（二段目）
[Statedef 6712]
ctrl = 0
anim = 6900
ownpal = 1

[State 6712, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6712, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6712, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6712, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6712, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = 6704
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6712, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = 6754
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6712, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6712, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6712, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6712, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6712, ChangeState]
type = DestroySelf
trigger1 = roundstate != 4

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（MAXコンボボーナス）（二段目）
[Statedef 6713]
ctrl = 0
anim = 6900
ownpal = 1

[State 6713, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6713, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6713, VarAdd]
type = VarAdd
trigger1 = roundstate = 4
var(1) = 1
ignorehitpause = 1

[State 6713, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6713, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6713, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6720
persistent = 1

[State 6713, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6721
persistent = 1

[State 6713, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6722
persistent = 1

[State 6713, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6723
persistent = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) = [1,9]
trigger1 = var(1) = 1
var(20)=root,var(47)*5
ignorehitpause = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) = [10,17]
trigger1 = var(1) = 1
var(20)=((root,var(47)-9)*3)+45
ignorehitpause = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 18
trigger1 = var(1) = 1
var(20)=ifelse((((root,var(47)-17)*1)+69)>1000,999,(((root,var(47)-17)*1)+69))
ignorehitpause = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 2
trigger1 = var(1) = 1
var(21)=floor(var(20)*.01)
ignorehitpause = 1
persistent = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 2
trigger1 = var(1) = 1
var(22)=floor(var(20)*.1)-(var(21)*10)
ignorehitpause = 1
persistent = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 2
trigger1 = var(1) = 1
var(23)=var(20)-(var(22)*10)-(var(21)*100)
ignorehitpause = 1
persistent = 1

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = 6702
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = 6752
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6720
name = "max_1"
pos = 0,0
postype = Left
anim = 6720+var(23)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6720
name = "max_1"
pos = 0,0
postype = Right
anim = 6770+var(23)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6721
name = "max_2"
pos = 0,0
postype = Left
anim = ifelse(var(21)=0&&var(22)=0,6730,6720+var(22))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6721
name = "max_2"
pos = 0,0
postype = Right
anim = ifelse(var(21)=0&&var(22)=0,6780,6770+var(22))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6722
name = "max_3"
pos = 0,0
postype = Left
anim = ifelse(var(21)=0&&var(22)=0,6900,ifelse(var(21)=0&&var(22)!=0,6730,6720+var(21)))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6722
name = "max_3"
pos = 0,0
postype = Right
anim = ifelse(var(21)=0&&var(22)=0,6900,ifelse(var(21)=0&&var(22)!=0,6780,6770+var(21)))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6723
name = "max_4"
pos = 0,0
postype = Left
anim = ifelse(var(21)!=0,6730,6900)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6713, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6723
name = "max_4"
pos = 0,0
postype = Right
anim = ifelse(var(21)!=0,6780,6900)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6720)
Id = 6720
postype = left
pos = ceil(-69+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6720)
Id = 6720
postype = Right
pos = ceil(74-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6721)
Id = 6721
postype = left
pos = ceil(-74+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6721)
Id = 6721
postype = Right
pos = ceil(69-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6722)
Id = 6722
postype = left
pos = ceil(-79+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6722)
Id = 6722
postype = Right
pos = ceil(64-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6723)
Id = 6723
postype = left
pos = ceil(-84+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6723)
Id = 6723
postype = Right
pos = ceil(59-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6720)
Id = 6720
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6721)
Id = 6721
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6722)
Id = 6722
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6713, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6723)
Id = 6723
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6713, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6713, ChangeState]
type = DestroySelf
trigger1 = roundstate != 4

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（コンプリート）（二段目）
[Statedef 6714]
ctrl = 0
anim = 6900
ownpal = 1

[State 6714, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(6) = 1
ignorehitpause = 1

[State 6714, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(6) = 0
ignorehitpause = 1

[State 6714, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6714, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6714, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = 6700
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6714, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = 6750
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6714, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6714, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),99-ceil(root,fvar(37))
ignorehitpause = 1

[State 6714, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6714, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,99-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6714, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = ifelse(!root,fvar(14),6712,6713)

[State 6714, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ガード系）（三段目）
[Statedef 6620]
ctrl = 0
anim = 6900
ownpal = 1

[State 6620, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6620, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6620, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6620, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6620, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6620, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6620, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6620, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6620, changestate]
type = changestate
triggerall = root,movetype != H
triggerall = root,Time = 1
triggerall = time > 1
trigger1 = root,stateno = 810
trigger2 = root,stateno = 820
trigger3 = root,stateno = 4000 || root,stateno = 4001
trigger4 = root,stateno = 4010 || root,stateno = 4011
trigger5 = root,stateno = 4020 || root,stateno = 4021
trigger6 = root,stateno = 4100
trigger7 = root,stateno = 4110
trigger8 = root,stateno = 4120
trigger9 = root,stateno = 1800
value = 6620

[State 6620, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6620, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6620, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(14)
trigger1 = root,win
trigger1 = root,alive
value = 6723

[State 6620, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（カウンターヒット）（三段目）
[Statedef 6621]
ctrl = 0
anim = 6900
ownpal = 1

[State 6621, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6621, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6621, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6621, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6621, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6601+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6621, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6651+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6621, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6621, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6621, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6621, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6621, ChangeState]
type = changestate
trigger1 = root,fvar(15) = 1
trigger1 = time > 1
value = 6621

[State 6621, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(14)
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6723

[State 6621, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ファーストアタック）（三段目）
[Statedef 6622]
ctrl = 0
anim = 6900
ownpal = 1

[State 6622, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6622, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6622, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6622, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6622, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6602+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6622, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6652+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6622, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6622, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6622, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6622, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6622, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(14)
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6723

[State 6622, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（テックヒット）（三段目）
[Statedef 6623]
ctrl = 0
anim = 6900
ownpal = 1

[State 6623, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6623, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6623, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6623, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6623, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6623, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6623, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6623, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 4110, changestate]
type = changestate
trigger1 = root,stateno = 1800
trigger1 = root,Time = 1
trigger1 = time > 1
value = 6623

[State 6623, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6623, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6623, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(14)
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6723

[State 6623, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（リバーサル）（三段目）
[Statedef 6624]
ctrl = 0
anim = 6900
ownpal = 1

[State 6624, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6624, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6624, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6624, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6624, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6609+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6624, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6659+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6624, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6624, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 4110, changestate]
type = changestate
triggerall = root,fvar(23)
triggerall = root,Time = 1
triggerall = root,movetype != H
triggerall = time > 1
trigger1 = root,stateno = [1000,3999]
value = 6624

[State 6624, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6624, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6624, ChangeState]
type = changestate
trigger1 = !root,fvar(14)
trigger1 = !root,fvar(3)
trigger1 = root,fvar(11) = 1
trigger1 = root,win
trigger1 = root,alive
value = 6723

[State 6624, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（フィニッシュ）（三段目）
[Statedef 6720]
ctrl = 0
anim = 6900
ownpal = 1

[State 6720, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6720, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6720, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6720, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6720, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6700+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6720, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6750+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6720, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6720, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6720, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6720, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6720, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(14)
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6723

[State 6720, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（MAXコンボボーナス）（三段目）
[Statedef 6723]
ctrl = 0
anim = 6900
ownpal = 1

[State 6723, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6723, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6723, VarAdd]
type = VarAdd
trigger1 = roundstate = 4
var(1) = 1
ignorehitpause = 1

[State 6723, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6723, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6723, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6720
persistent = 1

[State 6723, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6721
persistent = 1

[State 6723, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6722
persistent = 1

[State 6723, RemoveExplod]
type = RemoveExplod
trigger1 = time = 110
ID = 6723
persistent = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) = [1,9]
trigger1 = var(1) = 1
var(20)=root,var(47)*5
ignorehitpause = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) = [10,17]
trigger1 = var(1) = 1
var(20)=((root,var(47)-9)*3)+45
ignorehitpause = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 18
trigger1 = var(1) = 1
var(20)=ifelse((((root,var(47)-17)*1)+69)>1000,999,(((root,var(47)-17)*1)+69))
ignorehitpause = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 2
trigger1 = var(1) = 1
var(21)=floor(var(20)*.01)
ignorehitpause = 1
persistent = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 2
trigger1 = var(1) = 1
var(22)=floor(var(20)*.1)-(var(21)*10)
ignorehitpause = 1
persistent = 1

[State 6713, VarSet]
type = VarSet
trigger1 = root,var(47) >= 2
trigger1 = var(1) = 1
var(23)=var(20)-(var(22)*10)-(var(21)*100)
ignorehitpause = 1
persistent = 1

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = 6702
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = 6752
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6720
name = "max_1"
pos = 0,0
postype = Left
anim = 6720+var(23)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6720
name = "max_1"
pos = 0,0
postype = Right
anim = 6770+var(23)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6721
name = "max_2"
pos = 0,0
postype = Left
anim = ifelse(var(21)=0&&var(22)=0,6730,6720+var(22))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6721
name = "max_2"
pos = 0,0
postype = Right
anim = ifelse(var(21)=0&&var(22)=0,6780,6770+var(22))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6722
name = "max_3"
pos = 0,0
postype = Left
anim = ifelse(var(21)=0&&var(22)=0,6900,ifelse(var(21)=0&&var(22)!=0,6730,6720+var(21)))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6722
name = "max_3"
pos = 0,0
postype = Right
anim = ifelse(var(21)=0&&var(22)=0,6900,ifelse(var(21)=0&&var(22)!=0,6780,6770+var(21)))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 1
id = 6723
name = "max_4"
pos = 0,0
postype = Left
anim = ifelse(var(21)!=0,6730,6900)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = 1
scale = .5,.5

[State 6723, Explod]
type = Explod
trigger1 = var(1) = 1
trigger1 = teamside = 2
id = 6723
name = "max_4"
pos = 0,0
postype = Right
anim = ifelse(var(21)!=0,6780,6900)
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 1
facing = -1
scale = .5,.5

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6720)
Id = 6720
postype = left
pos = ceil(-69+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6720)
Id = 6720
postype = Right
pos = ceil(74-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6721)
Id = 6721
postype = left
pos = ceil(-74+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6721)
Id = 6721
postype = Right
pos = ceil(69-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6722)
Id = 6722
postype = left
pos = ceil(-79+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6722)
Id = 6722
postype = Right
pos = ceil(64-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6723)
Id = 6723
postype = left
pos = ceil(-84+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6723)
Id = 6723
postype = Right
pos = ceil(59-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6720)
Id = 6720
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6721)
Id = 6721
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6722)
Id = 6722
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6723, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6723)
Id = 6723
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6723, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6720, ChangeState]
type = DestroySelf
trigger1 = roundstate != 4

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（コンプリート）（三段目）
[Statedef 6724]
ctrl = 0
anim = 6900
ownpal = 1

[State 6724, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 1
ignorehitpause = 1

[State 6724, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6724, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6724, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6724, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = 6700
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6724, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = 6750
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6724, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6724, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),118-ceil(root,fvar(37))
ignorehitpause = 1

[State 6724, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6724, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,118-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6724, ChangeState]
type = changestate
trigger1 = root,fvar(11) = 1
trigger1 = !root,fvar(14)
trigger1 = !root,fvar(3)
trigger1 = root,win
trigger1 = root,alive
value = 6723

[State 6724, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ガード系）（四段目）
[Statedef 6630]
ctrl = 0
anim = 6900
ownpal = 1

[State 6630, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 2
ignorehitpause = 1

[State 6630, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6630, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6630, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 3001, Super]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6630, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6630, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6630, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6630, changestate]
type = changestate
triggerall = root,movetype != H
triggerall = root,Time = 1
triggerall = time > 1
trigger1 = root,stateno = 810
trigger2 = root,stateno = 820
trigger3 = root,stateno = 4000 || root,stateno = 4001
trigger4 = root,stateno = 4010 || root,stateno = 4011
trigger5 = root,stateno = 4020 || root,stateno = 4021
trigger6 = root,stateno = 4100
trigger7 = root,stateno = 4110
trigger8 = root,stateno = 4120
trigger9 = root,stateno = 1800
value = 6630

[State 6630, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6630, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,137-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6330, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（カウンターヒット）（四段目）
[Statedef 6631]
ctrl = 0
anim = 6900
ownpal = 1

[State 6631, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 2
ignorehitpause = 1

[State 6631, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6631, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6631, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6631, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6601+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6631, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6651+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6631, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6631, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6631, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6630, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,137-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6631, ChangeState]
type = changestate
trigger1 = root,fvar(15) = 1
trigger1 = time > 1
value = 6631

[State 6331, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（ファーストアタック）（四段目）
[Statedef 6632]
ctrl = 0
anim = 6900
ownpal = 1

[State 6632, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 2
ignorehitpause = 1

[State 6632, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6632, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6632, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6632, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6602+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6632, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6652+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6632, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6632, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6632, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6632, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,137-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6332, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（テックヒット）（四段目）
[Statedef 6633]
ctrl = 0
anim = 6900
ownpal = 1

[State 6633, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 2
ignorehitpause = 1

[State 6633, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6633, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6633, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6633, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6600+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6633, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6650+root,fvar(8)+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6633, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6633, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 4110, changestate]
type = changestate
trigger1 = root,stateno = 1800
trigger1 = root,Time = 1
trigger1 = time > 1
value = 6633

[State 6633, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6633, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,137-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6333, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（リバーサル）（四段目）
[Statedef 6634]
ctrl = 0
anim = 6900
ownpal = 1

[State 6634, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 2
ignorehitpause = 1

[State 6634, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6634, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6634, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6634, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6609+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6634, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6659+(root,fvar(3)*10))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6634, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6634, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 4110, changestate]
type = changestate
triggerall = root,fvar(23)
triggerall = root,Time = 1
triggerall = root,movetype != H
triggerall = time > 1
trigger1 = root,stateno = [1000,3999]
value = 6634

[State 6634, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6634, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,137-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6334, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（フィニッシュ）（四段目）
[Statedef 6730]
ctrl = 0
anim = 6900
ownpal = 1

[State 6730, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 2
ignorehitpause = 1

[State 6730, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6730, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6730, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6730, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = ceil(6700+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6730, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = ceil(6750+root,fvar(9))
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6730, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6730, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6730, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6730, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,137-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6730, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ボーナスメッセージアイコン（コンプリート）（四段目）
[Statedef 6734]
ctrl = 0
anim = 6900
ownpal = 1

[State 6734, VarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(7) = 2
ignorehitpause = 1

[State 6734, VarSet]
type = ParentVarSet
trigger1 = time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
fvar(7) = 0
ignorehitpause = 1

[State 6734, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,fvar(20)
;trigger3 = root,var(13)
ID = 6505
persistent = 1

[State 6734, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger2 = time = 110
trigger3 = root,fvar(20)
;trigger4 = root,var(13)
ID = 6600
persistent = 1

[State 6734, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 1
id = 6600
pos = 0,0
postype = Left
anim = 6700
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6734, Explod]
type = Explod
trigger1 = time = 1
trigger1 = teamside = 2
id = 6600
pos = 0,0
postype = Right
anim = 6750
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6734, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 1
trigger1 = Numexplod(6600)
Id = 6600
postype = left
pos = ceil(-96+(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6734, ModifyExplod]
type = modifyExplod
triggerall = time <= 10
triggerall = teamside = 2
trigger1 = Numexplod(6600)
Id = 6600
postype = Right
pos = ceil(96-(time*10)),137-ceil(root,fvar(37))
ignorehitpause = 1

[State 6734, ModifyExplod]
type = modifyExplod
trigger1 = time > 100
trigger1 = Numexplod(6600)
Id = 6600
scale = .5,.5-((time-100)*.05)
ignorehitpause = 1

[State 6734, Explod]
type = Explod
trigger1 = time = 110
id = 6505
pos = 60,137-ceil(root,fvar(37))
postype = Back
anim = 6505
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 6730, DestroySelf]
type = DestroySelf
trigger1 = Time = 120
trigger2 = root,fvar(20)
;trigger3 = root,var(13)

;---------------------------------------------------------------------------
;ナレーション（ファーストアタック）ナレーション（何もなし）
[Statedef 6800]
ctrl = 0
anim = 6900
ownpal = 1

[State 6800, PlaySnd]
type = Playsnd
trigger1 = Time = 0
value = 10000,0
ignorehitpause = 1
channel = 0

[State 6800, StopSnd]
type = StopSnd
trigger1 = roundstate != 2
channel = 0

[State 6800, DestroySelf]
type = DestroySelf
trigger1 = Time = 360

;---------------------------------------------------------------------------
;ナレーション（ファーストアタック）
[Statedef 6801]
ctrl = 0
anim = 6900
ownpal = 1

[State 6801, PlaySnd]
type = Playsnd
trigger1 = Time = 0
value = 10000,1
ignorehitpause = 1
channel = 0

[State 6801, StopSnd]
type = StopSnd
trigger1 = roundstate != 2
channel = 0

[State 6801, DestroySelf]
type = DestroySelf
trigger1 = Time = 360

;---------------------------------------------------------------------------
;ナレーション（コンボ）
[Statedef 6802]
ctrl = 0
anim = 6900
ownpal = 1

[State 6802, PlaySnd]
type = Playsnd
trigger1 = Time = 0
value = 10000,2
ignorehitpause = 1
channel = 0

[State 6802, StopSnd]
type = StopSnd
trigger1 = roundstate != 2
channel = 0

[State 6802, DestroySelf]
type = DestroySelf
trigger1 = P2movetype != H && Time >= 360

;---------------------------------------------------------------------------
;ナレーション（大ダメージ）
[Statedef 6803]
ctrl = 0
anim = 6900
ownpal = 1

[State 6803, PlaySnd]
type = Playsnd
trigger1 = Time = 0
value = 10000,3
ignorehitpause = 1
channel = 0

[State 6803, StopSnd]
type = StopSnd
trigger1 = roundstate != 2
channel = 0

[State 6803, DestroySelf]
type = DestroySelf
trigger1 = P2movetype != H && Time >= 360

;---------------------------------------------------------------------------
; ジャンプエフェクト
;------------------------ 1
[Statedef 8020]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1

[State 1000, 0]
type = BindToRoot
trigger1 = Time > 0
pos = 0,0

[State 4110, Explod]
type = Explod
trigger1 = Time = 0
anim = 8025
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 4110, Explod]
type = Explod
trigger1 = Time = 0 || Time = 2 || Time = 6
anim = 8020
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time >= 20

;---------------------------------------------------------------------------
; パワー溜めエフェクト
;------------------------ 
[Statedef 8500]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8505
velset = 0,0
sprpriority = 2

[State 4110, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -2, 1]
type = Trans
trigger1 = 1
trans = add

[State 820, Voice]
type = Playsnd
trigger1 = Time = 0
value = 850,10
channel = 13

[State 4110, Explod]
type = Explod
trigger1 = Time = 0 && !NumExplod(8500)
anim = 8500
id = 8500
pos = 0,0
scale = .5,.5
postype = P1
sprpriority = -1
bindtime = -1
ownpal = 0
removetime = -1
facing = 1
persistent = 0

[State -2, scale];0〜20%
type = AngleDraw
trigger1 = root,var(20) = 3 && power = [0,199]
trigger2 = root,var(20) = 6 && power = [0,599]
scale  = .5,0

[State -2, scale];20〜40%
type = AngleDraw
trigger1 = root,var(20) = 3 && power = [200,399]
trigger2 = root,var(20) = 6 && power = [600,1199]
scale  = .5,.125

[State -2, scale];40〜60%
type = AngleDraw
trigger1 = root,var(20) = 3 && power = [400,599]
trigger2 = root,var(20) = 6 && power = [1100,1799]
scale  = .5,.25

[State -2, scale];60〜80%
type = AngleDraw
trigger1 = root,var(20) = 3 && power = [600,799]
trigger2 = root,var(20) = 6 && power = [1800,2399]
scale  = .5,.375

[State -2, scale];80〜100%
type = AngleDraw
trigger1 = root,var(20) = 3 && power >= 800 
trigger2 = root,var(20) = 6 && power >= 2400
scale  = .5,.5

[State 820, Voice]
type = Stopsnd
trigger1 = Root,StateNo != 850
channel = 13

[State 4110, RemoveExplod]
type = RemoveExplod
trigger1 = Root,StateNo != 850
id = 8500

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 850

;---------------------------------------------------------------------
; オリコン発動エフェクト
;------------------------ 
[Statedef 8080]
type    = A
movetype= I
physics = N
anim = 6900
velset = 0,0
ctrl = 0



[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 870,0
persistent = 0



[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 1
anim = 8080
id = 8080
pos = 0,0
postype = P1
scale = 1,1
sprpriority = 5
supermove = 1
bindtime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999


[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(1) = 1

[State -3, Burst]
type = VarAdd
trigger1 = Time < 18
trigger1 = fvar(1) > 0
fvar(1) = -.06

[State -3, Burst]
type = VarSet
trigger1 = Time = 19
fvar(1) = 1

[State -3, Burst]
type = VarAdd
trigger1 = Time > 19
fvar(1) = .5

[State 4900, 16]
type = ModifyExplod
trigger1 = 1
Id = 8080
scale = fvar(1),fvar(1)

[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 2
anim = 8081
id = 8081
pos = 0,0
postype = P1
scale = .075,.075
sprpriority = 5
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 2
fvar(2) = .075

[State -3, Burst]
type = VarAdd
trigger1 = Time > 2
trigger1 = fvar(1) < .875
fvar(2) = .07

[State 4900, 16]
type = ModifyExplod
trigger1 = 1
Id = 8081
scale = fvar(2),fvar(2)

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 29
id = 8080

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 29
id = 8081

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 29
id = 8082

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 29

;---------------------------------------------------------------------
; カウンターヒットエフェクト
;------------------------ 1
[Statedef 8130]
type    = A
movetype= I
physics = N
anim = 8130
velset = 0,0
ctrl = 0
sprpriority = 5


[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -2, 1]
type = Trans
trigger1 = 1
trans = add

[State -3, Burst]
type = VarSet
trigger1 = Time = 0
fvar(1) = .275

[State -3, Burst]
type = VarAdd
trigger1 = fvar(1) > 0
fvar(1) = .05

[State -2, scale]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State -2, ChangeState]
type = DestroySelf
trigger1 = Time > 7

;---------------------------------------------------------------------
; ガードキャンセルエフェクト
;------------------------ 
[Statedef 8070]
type    = A
movetype= I
physics = N
anim = 8070
velset = 0,0
ctrl = 0
sprpriority = 5


[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -2, 1]
type = Trans
trigger1 = 1
trans = add

[State -3, Burst]
type = VarSet
trigger1 = Time = 0
fvar(1) = .15

[State -3, Burst]
type = VarAdd
trigger1 = Time > 0
fvar(1) = .05

[State 4900, scale]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State -3, Burst]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State -3, Burst]
type = VarAdd
trigger1 = Time > 3
var(1) = -43



[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time > 10

;---------------------------------------------------------------------
; スパコン発動エフェクト(CAPCOM)
;------------------------ 1
[Statedef 8000]
type    = A
movetype= I
physics = N
anim = 8000
velset = 0,0
ctrl = 0
sprpriority = 5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 8300,0



[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 5035, 1]
type = Trans
trigger1 = 1
trans = add


[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 1
anim = 8002
id = 8002
pos = 0,0
postype = P1
scale = .75,.75
sprpriority = 5
supermove = 1
bindtime = -1
removetime = 10
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(2) = .5

[State -3, Burst]
type = VarAdd
trigger1 = fvar(2) > 0
fvar(2) = .15

[State 4900, 16]
type = modifyExplod
trigger1 = 1
Id = 8002
scale = fvar(2),fvar(2)

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(1) = 1

[State -3, Burst]
type = VarAdd
trigger1 = Time < 25
trigger1 = fvar(1) > .5
fvar(1) = -.02

[State 4900, 16]
type = AngleAdd
trigger1 = 1
value = -5.625

[State 4900, 16]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State 3000, Super]
type = Helper
trigger1 = Time = 1 || Time = 6 || Time = 11 || Time = 16
id = 8001
pos = 0,0
postype = P1
stateno = 8001
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
triggerall = parent,var(5)
trigger1 = Time = 4
id = 8003
pos = 0,0
postype = P1
stateno = 8003
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Super]
type = Helper
triggerall = parent,var(5)
trigger1 = Time = 4
id = 8004
pos = 0,0
postype = P1
stateno = 8004
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Super]
type = Helper
triggerall = parent,var(5)
trigger1 = Time = 4
id = 8005
pos = 0,0
postype = P1
stateno = 8005
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Super]
type = Helper
triggerall = parent,var(5) = 2
trigger1 = Time = 4
id = 8006
pos = 0,0
postype = P1
stateno = 8006
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Super]
type = Helper
triggerall = parent,var(5) = 2
trigger1 = Time = 4
id = 8007
pos = 0,0
postype = P1
stateno = 8007
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Super]
type = Helper
triggerall = parent,var(5) = 2
trigger1 = Time = 4
id = 8008
pos = 0,0
postype = P1
stateno = 8008
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = time = 48
id = 8010

[State 1150, ChangeState]
type = DestroySelf
trigger1 = time = 48

;------------------------ 2
[Statedef 8001]
type    = A
movetype= I
physics = N
anim = 6900
velset = 0,0
ctrl = 0

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0



[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 0
anim = 8001
id = 8001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
supermove = 1
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 0
fvar(1) = .5

[State -3, Burst]
type = VarAdd
trigger1 = Time > 0
fvar(1) = .025

[State 4900, 16]
type = modifyExplod
trigger1 = 1
Id = 8001
scale = fvar(1),fvar(1)

[State -3, Burst]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State -3, Burst]
type = VarAdd
trigger1 = Time > 0
var(1) = -15



[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 15
id = 8001

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 15

;------------------------ 3-1
[Statedef 8003]
type    = A
movetype= I
physics = N
anim = 8003
velset = 0,0
ctrl = 0
sprpriority = 5

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(0) = .5

[State -3, Burst]
type = VarAdd
trigger1 = Time > 17
fvar(0) = -.032

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(1) = .125

[State -3, Burst]
type = VarAdd
trigger1 = Time < 13
fvar(1) = .032

[State 1000, 0]
type = AngleSet
trigger1 = 1
value = 64-time

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 1000, 1]
type = Trans
trigger1 = 1
trans = add

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 31

;------------------------ 3-2
[Statedef 8004]
type    = A
movetype= I
physics = N
anim = 8003
velset = 0,0
ctrl = 0
sprpriority = 5

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(0) = .5

[State -3, Burst]
type = VarAdd
trigger1 = Time > 17
fvar(0) = -.032

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(1) = .125

[State -3, Burst]
type = VarAdd
trigger1 = Time < 13
fvar(1) = .032

[State 1000, 0]
type = AngleSet
trigger1 = 1
value = 184-time

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 1000, 1]
type = Trans
trigger1 = 1
trans = add

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 31

;------------------------ 3-3
[Statedef 8005]
type    = A
movetype= I
physics = N
anim = 8003
velset = 0,0
ctrl = 0
sprpriority = 5

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(0) = .5

[State -3, Burst]
type = VarAdd
trigger1 = Time > 17
fvar(0) = -.032

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(1) = .125

[State -3, Burst]
type = VarAdd
trigger1 = Time < 13
fvar(1) = .032

[State 1000, 0]
type = AngleSet
trigger1 = 1
value = 304-time

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 1000, 1]
type = Trans
trigger1 = 1
trans = add

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 31

;------------------------ 3-4
[Statedef 8006]
type    = A
movetype= I
physics = N
anim = 8003
velset = 0,0
ctrl = 0
sprpriority = 5

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(0) = .5

[State -3, Burst]
type = VarAdd
trigger1 = Time > 17
fvar(0) = -.032

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(1) = .125

[State -3, Burst]
type = VarAdd
trigger1 = Time < 13
fvar(1) = .032

[State 1000, 0]
type = AngleSet
trigger1 = 1
value = 4

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 1000, 1]
type = Trans
trigger1 = 1
trans = add

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 31

;------------------------ 3-5
[Statedef 8007]
type    = A
movetype= I
physics = N
anim = 8003
velset = 0,0
ctrl = 0
sprpriority = 5

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(0) = .5

[State -3, Burst]
type = VarAdd
trigger1 = Time > 17
fvar(0) = -.032

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(1) = .125

[State -3, Burst]
type = VarAdd
trigger1 = Time < 13
fvar(1) = .032

[State 1000, 0]
type = AngleSet
trigger1 = time = 0
value = 124

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 1000, 1]
type = Trans
trigger1 = 1
trans = add

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 31

;------------------------ 3-6
[Statedef 8008]
type    = A
movetype= I
physics = N
anim = 8003
velset = 0,0
ctrl = 0
sprpriority = 5

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(0) = .5

[State -3, Burst]
type = VarAdd
trigger1 = Time > 17
fvar(0) = -.032

[State -3, Burst]
type = VarSet
trigger1 = time = 0
fvar(1) = .125

[State -3, Burst]
type = VarAdd
trigger1 = Time < 13
fvar(1) = .032

[State 1000, 0]
type = AngleSet
trigger1 = time = 0
value = 244

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 1000, 1]
type = Trans
trigger1 = 1
trans = add

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 31

;---------------------------------------------------------------------
; スパコン発動エフェクト(SNK)
;------------------------ 1
[Statedef 8010]
type    = A
movetype= I
physics = N
anim = 8000
velset = 0,0
ctrl = 0
sprpriority = 5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 8300,1

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,47]
flag = NoBG
flag2 = NoFG
flag3 = GlobalNoShadow

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 5035, 1]
type = Trans
trigger1 = 1
trans = add



[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(1) = 1

[State -3, Burst]
type = VarAdd
trigger1 = Time < 25
trigger1 = fvar(1) > .5
fvar(1) = -.02

[State 4900, 16]
type = AngleAdd
trigger1 = 1
value = -5.625

[State 4900, 16]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State 3000, Super]
type = Helper
trigger1 = Time = 1 || Time = 6 || Time = 11 || Time = 16
id = 8001
pos = 0,0
postype = P1
stateno = 8001
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = .5
size.yscale = .5

[State 3000, Super]
type = Helper
trigger1 = Time = 2
trigger2 = parent,var(5) && (Time = 8 || Time = 14 || Time = 20)
id = 8011
pos = 0,0
postype = P1
stateno = 8011
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
trigger1 = Time = 2
trigger2 = parent,var(5) && (Time = 8 || Time = 14 || Time = 20)
id = 8012
pos = 0,0
postype = P1
stateno = 8012
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 48

;------------------------ 2
[Statedef 8011]
type    = A
movetype= I
physics = N
anim = 6900
velset = 0,0
ctrl = 0

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0



[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 2
anim = 8002
id = 8011
pos = 0,0
postype = P1
scale = 3,.5
sprpriority = 5
supermove = 1
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(2) = 2.5

[State -3, Burst]
type = VarAdd
trigger1 = fvar(2) > 0
fvar(2) = -.1875

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(3) = .75

[State -3, Burst]
type = VarAdd
trigger1 = fvar(3) > 0
fvar(3) = -.05625

[State 4900, 16]
type = modifyExplod
trigger1 = 1
Id = 8011
scale = fvar(2),fvar(3)


[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 15
id = 8011

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 15

;------------------------ 3
[Statedef 8012]
type    = A
movetype= I
physics = N
anim = 8010
velset = 0,0
ctrl = 0
sprpriority = 5

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = time = 1
flag = invisible

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 5035, 1]
type = Trans
trigger1 = 1
trans = add

[State 1000, 0]
type = BindToParent
trigger1 = root,NumHelper(8000)
pos = 0,0



[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(2) = .5

[State -3, Burst]
type = VarAdd
trigger1 = fvar(2) > .025
fvar(2) = -.01

[State 4900, 16]
type = AngleAdd
trigger1 = 1
value = -11.25

[State 4900, 16]
type = AngleDraw
trigger1 = 1
scale = fvar(2),fvar(2)


[State 1150, ChangeState]
type = DestroySelf
trigger1 = !root,NumHelper(8000)

;---------------------------------------------------------------------------
;燃焼エフェクト（ダウン）
[Statedef 8300]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1

[State 18600, PosSet]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 1
range = -20,20

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 2
range = -20,20

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 3
range = -25,25

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 4
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 5
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 6
range = -25,25

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 7
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 8
range = -25,25

[State -2, 3]
type = VarSet
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
var(10) = 1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8300) < 4
trigger1 = Time = 0
anim = 8300
id = 8300
postype = p2
pos = enemynear, const(size.mid.pos.x)+15+var(1), enemynear, const(size.mid.pos.y)-10+var(2)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8300) < 4
trigger1 = Time = 0
anim = 8300
id = 8300
postype = p2
pos = enemynear, const(size.mid.pos.x)+10+var(3), enemynear, const(size.mid.pos.y)+10+var(4)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8300) < 4
trigger1 = Time = 0
anim = 8302
id = 8300
postype = p2
pos = enemynear, const(size.mid.pos.x)+var(5), enemynear, const(size.mid.pos.y)+5+var(6)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8300) < 4
trigger1 = Time = 0
anim = 8302
id = 8300
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(7), enemynear, const(size.mid.pos.y)-5+var(8)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L
anim = 8301
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)+15+var(1), enemynear, const(size.mid.pos.y)-10+var(2)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L
anim = 8301
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)+10+var(3), enemynear, const(size.mid.pos.y)+10+var(4)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L
anim = 8303
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)+var(5), enemynear, const(size.mid.pos.y)+5+var(6)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L
anim = 8303
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(7), enemynear, const(size.mid.pos.y)-5+var(8)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -2, 3]
type = VarSet
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
var(10) = ceil(parent,fvar(25))

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 0
ID = 8301

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 0
ID = 8302

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L
trigger4 = parent,fvar(25) = 3
ID = 8300

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 1
value = 8300

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 3
value = 8305

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L

;---------------------------------------------------------------------------
;燃焼エフェクト（のけぞり）
[Statedef 8301]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1

[State 18600, PosSet]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 1
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 2
range = -10,10

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 3
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 4
range = -10,10

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 5
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 6
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 7
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 8
range = -15,15

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8301) < 4
trigger1 = Time = 0
anim = 8302
id = 8301
postype = p2
pos = enemynear, const(size.mid.pos.x)+var(1), enemynear, const(size.mid.pos.y)+var(2)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8301) < 4
trigger1 = Time = 0
anim = 8302
id = 8301
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(3), enemynear, const(size.mid.pos.y)-25+var(4)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8301) < 4
trigger1 = Time = 0
anim = 8300
id = 8301
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(5), enemynear, const(size.mid.pos.y)+30+var(6)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8301) < 4
trigger1 = Time = 0
anim = 8300
id = 8301
postype = p2
pos = enemynear, const(size.mid.pos.x)+10+var(7), enemynear, const(size.mid.pos.y)+30+var(8)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 33
trigger2 = !parent,numtarget
anim = 8303
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)+var(1), enemynear, const(size.mid.pos.y)+var(2)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 33
trigger2 = !parent,numtarget
anim = 8303
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(3), enemynear, const(size.mid.pos.y)-25+var(4)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 33
trigger2 = !parent,numtarget
anim = 8301
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(5), enemynear, const(size.mid.pos.y)+30+var(6)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -3, Burn sparks]
type = Explod
trigger1 = Time = 33
trigger2 = !parent,numtarget
anim = 8301
id = 8302
postype = p2
pos = enemynear, const(size.mid.pos.x)+10+var(7), enemynear, const(size.mid.pos.y)+30+var(8)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5

[State -2, 3]
type = VarSet
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
var(10) = ceil(parent,fvar(25))

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 0
ID = 8300

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 0
ID = 8302

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 33
trigger2 = !parent,numtarget
trigger3 = parent,fvar(25) = [3,4]
ID = 8301

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 1
value = 8300

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 2
value = 8301

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 3
value = 8305

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 4
value = 8306

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time = 33
trigger2 = !parent,numtarget

;---------------------------------------------------------------------------
;感電エフェクト（ダウン）
[Statedef 8305]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1

[State 18600, PosSet]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 1
range = -20,20

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 2
range = -20,20

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 3
range = -25,25

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 4
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 5
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 6
range = -25,25

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 7
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 8
range = -25,25

[State -2, 3]
type = VarSet
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
var(10) = 2

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8305) < 4
trigger1 = Time = 0
anim = 8305
id = 8305
postype = p2
pos = enemynear, const(size.mid.pos.x)+15+var(1), enemynear, const(size.mid.pos.y)-10+var(2)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8305) < 4
trigger1 = Time = 0
anim = 8306
id = 8305
postype = p2
pos = enemynear, const(size.mid.pos.x)+10+var(3), enemynear, const(size.mid.pos.y)+10+var(4)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8305) < 4
trigger1 = Time = 0
anim = 8307
id = 8305
postype = p2
pos = enemynear, const(size.mid.pos.x)+var(5), enemynear, const(size.mid.pos.y)+5+var(6)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8305) < 4
trigger1 = Time = 0
anim = 8307
id = 8305
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(7), enemynear, const(size.mid.pos.y)-5+var(8)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -2, 3]
type = VarSet
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
var(10) = ceil(parent,fvar(25))

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 0
ID = 8306

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L
trigger4 = parent,fvar(25) = 1
ID = 8305

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 1
value = 8300

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 3
value = 8305

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time = 90
trigger2 = !parent,numtarget
trigger3 = enemynear,statetype = L

;---------------------------------------------------------------------------
;感電エフェクト（のけぞり）
[Statedef 8306]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1

[State 18600, PosSet]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 1
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 2
range = -10,10

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 3
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 4
range = -10,10

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 5
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 6
range = -15,15

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 7
range = -5,5

[State -2, 3]
type = VarRandom
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
persistent = 0
v = 8
range = -15,15

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8306) < 4
trigger1 = Time = 0
anim = 8307
id = 8306
postype = p2
pos = enemynear, const(size.mid.pos.x)+var(1), enemynear, const(size.mid.pos.y)+var(2)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8306) < 4
trigger1 = Time = 0
anim = 8306
id = 8306
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(3), enemynear, const(size.mid.pos.y)-25+var(4)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8306) < 4
trigger1 = Time = 0
anim = 8305
id = 8306
postype = p2
pos = enemynear, const(size.mid.pos.x)-15+var(5), enemynear, const(size.mid.pos.y)+30+var(6)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -3, Burn sparks]
type = Explod
triggerall = NumExplod(8306) < 4
trigger1 = Time = 0
anim = 8305
id = 8306
postype = p2
pos = enemynear, const(size.mid.pos.x)+10+var(7), enemynear, const(size.mid.pos.y)+30+var(8)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1
scale = .5,.5
removetime = -1

[State -2, 3]
type = VarSet
triggerall = var(10) != ceil(parent,fvar(25))
trigger1 = time = 0
var(10) = ceil(parent,fvar(25))

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 0
ID = 8305

[State -2, Power Chage]
type = RemoveExplod
trigger1 = Time = 33
trigger2 = !parent,numtarget
trigger3 = parent,fvar(25) = [1,2]
ID = 8306

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 1
value = 8300

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 2
value = 8301

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 3
value = 8305

[State 4110, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = parent,fvar(25) = 4
value = 8306

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time = 33
trigger2 = !parent,numtarget

;---------------------------------------------------------------------------
;超必KO時演出（CAPCOM）1
[Statedef 9000]
ctrl = 0
anim = 6900



[State 3105, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 60
flag = NoBG
flag2 = NoFG
flag3 = GlobalNoShadow

[State -2, HyperComboFinish]
type = Helper
trigger1 = time = 0
ID = 9001
stateno = 9001
postype = P1
pos = ceil((319-ScreenPos X)-160)*facing,ceil((239-ScreenPos Y)-120)
pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 60

;---------------------------------------------------------------------------
;超必KO時演出（CAPCOM）2
[Statedef 9001]
ctrl = 0
anim = 8650
sprpriority = -110

[State 52, 2]
type = PosAdd
trigger1 = time > 0
x = -ceil(ScreenPos X-fvar(1))
y = -ceil(ScreenPos Y-fvar(2))

[State -2,KO]
type = VarSet
trigger1 = 1
fvar(1) = ScreenPos X

[State -2,KO]
type = VarSet
trigger1 = 1
fvar(2) = ScreenPos Y

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -2,KO]
type = VarSet
trigger1 = time = 0
fvar(0) = .5

[State -2,KO]
type = VarAdd
trigger1 = time <= 3
fvar(0) = -.1

[State -2,KO]
type = VarAdd
trigger1 = time > 3
fvar(0) = .06

[State 1000, 0]
type = AngleSet
trigger1 = 1
value = root,var(32)*5

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 60

;---------------------------------------------------------------------------
;超必KO時演出（SNK）
[Statedef 9010]
ctrl = 0
anim = 6900


[State 3105, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 31
flag = NoBG
flag2 = NoFG
flag3 = GlobalNoShadow






[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 40

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0
velset = 0,0

[State 0, 2]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = S
movetype= I
physics = N
anim = 5200
ctrl = 0
velset = 0,0

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -6

[State 5201, 2]
type = VelSet
trigger1 = vel X > -.1
x = 0

[State 5201, 2]
type = VelMul
trigger1 = 1
x = .95

[State 1000, Spark]
type = Explod
trigger1 = Time = 1
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 52, 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 5900, 3] ;Intro
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
[Statedef -2]




;崩れダウン音
[State -3, Bounding Sound]
type = PlaySnd
triggerall = anim = 5950
trigger1 = Animelem = 15
value = 5100,0

[State -3, Bounding Sound]
type = PlaySnd
triggerall = anim = 5950 && roundstate = 2
triggerall = random%2 = 0
trigger1 = Animelemtime(1) = 2
value = 5000, 1
channel = 0

;揚砲ヒット効果
[State 901, Throw]
type = TargetState
trigger1 = stateno = 3100
trigger1 = animelemtime(23) >= 0
trigger1 = animelemtime(24) < 0
trigger1 = movehit && numtarget
value = 3810
ignorehitpause = 1


;パーフェクト判定
[State -2, Combo]
type = VarSet
triggerall = roundstate = 2
trigger1 = fvar(12) - Life > 0
fvar(14) = 1
ignorehitpause = 1

;ラウンド勝敗判定
[State -2, 1]
type = VarSet
trigger1 = Win
var(26) = 1

[State -2, 1]
type = VarSet
trigger1 = Lose
var(26) = 2

[State -2, 1]
type = VarSet
trigger1 = Lose || DrawGame
var(54) = 1

[State -2,KO]
type = Varadd
trigger1 = matchover
ignorehitpause = 1
var(56) = 1

[State -2,KO]
type = Varset
trigger1 = !matchover
ignorehitpause = 1
var(56) = 0

[State 180, 1]
type = VarAdd
triggerall = var(56) = 1
trigger1 = !var(54)
var(55)=1
ignorehitpause = 1
persistent = 0

[State 180, 1]
type = VarSet
trigger1 = var(54)
var(55)=0
ignorehitpause = 1

;状態判定
[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && time = 1
trigger1 = (stateno = [0,194]) && !var(18)
var(48) = 0

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && time = 1
trigger1 = (stateno = [195,999]) && !var(18)
var(48) = 1

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && time = 1
trigger1 = (stateno = [1000,2999]) && !var(18)
var(48) = 2

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && time = 1
trigger1 = ((stateno = [3000,3999]) && var(5)!=2) || var(18)
var(48) = 3

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2 && time = 1
trigger1 = (stateno = [3000,3999]) && var(5) = 2
var(48) = 4

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && time = 1
trigger1 = P2stateno = [0,199]
var(49) = 0

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && time = 1
trigger1 = stateno = [195,999]
var(49) = 1

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && time = 1
trigger1 = P2stateno = [1000,2999]
var(49) = 2

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2 && time = 1
trigger1 = P2stateno = [3000,3999]
var(49) = 3




[State -2, 1]
type = VarSet
triggerall = var(20) = 3
trigger1 = !var(14)
trigger1 = roundstate >= 2
trigger1 = Power >= 1000
var(14) = 750

[State -2, 1]
type = PowerSet
trigger1 = var(14) = 750
value = 0
ignorehitpause = 1

[State -2, 1]
type = PowerSet
trigger1 = var(14) = 1
value = 0
ignorehitpause = 1

[State 200, 3]
type = Playsnd
trigger1 = var(14) = 750
value = 6000,10

[State -2, 1]
type = Varadd
trigger1 = var(14)
var(14) = -1
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = var(14)
var(42) = 1

[State -2, 1]
type = VarSet
trigger1 = !var(14) && ctrl
var(42) = 0





[State -2, Combo]
type = VarAdd
triggerall = var(20) = 5
triggerall = !var(43)
triggerall = roundstate = 2
triggerall = fvar(13) < 7200
trigger1 = fvar(12) - Life > 0
fvar(13) = ceil((fvar(12)-Life)*14*(10+var(31))/10)
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = fvar(13) > 7200
fvar(13) = 7200

[State -2, 1]
type = VarSet
trigger1 = fvar(13) = 7200
var(43) = 1

[State -2, 1]
type = VarSet
trigger1 = fvar(13) <= 1 && ((stateno != [3000,3999]) || roundstate != 2)
var(43) = 0

[State 860, 1]
type = Explod
trigger1 = fvar(13) = 7200 && !NumExplod(8420)
anim = 8420
pos = 0,-70
postype = p1
ontop = 0
ownpal = 1
id = 8420
persistent = 0
pausemovetime = -1
scale = .5,.5

[State 200, 3]
type = Playsnd
trigger1 = fvar(13) = 7200
value = 6000,11

[State -2, 1]
type = Poweradd
trigger1 = fvar(13) = 7200
value = -3000
ignorehitpause = 1

[State -2, 1]
type = Varadd
triggerall = var(20) = 5
triggerall = var(43)
trigger1 = fvar(13) > 0
fvar(13) = -7.2
ignorehitpause = 1



[State -2, 1]
type = DefenceMulSet
trigger1 = fvar(13) && var(43)
value = .775

;NグルーヴMAX発動
[State -2, 1]
type = Varadd
trigger1 = var(15)
var(15) = -1
ignorehitpause = 1


[State -2, 1]
type = VarSet
trigger1 = !var(15) && ctrl
var(40) = 0



;パワー溜まった時の音
[State -2, PlaySnd]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = (floor(power*.001) - floor(fvar(21)*.001) > 0) && (!var(20) || var(20) = 4 || var(20) = 6)
trigger2 = (floor(power/1500) - floor(fvar(21)/1500) > 0) && var(20) = 2
trigger3 = (floor(power/3000) - floor(fvar(21)/3000) > 0) && var(20) = 3
value = 6000,ifelse(var(20)=6,10,ifelse(var(20)=4,13,12))
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = 1
fvar(21) = power
ignorehitpause = 1

;オリコン
[State -2, 1]
type = Varadd
triggerall = roundstate = 2
trigger1 = var(16)
var(16) = -1
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = MoveType = H
var(16) = 0

[State -2, 1]
type = VarSet
trigger1 = !var(16) && ctrl
trigger2 = LoseKO
var(18) = 0

[State -2, 1]
type = Varadd
trigger1 = var(16)
var(19) = -9
ignorehitpause = 1

[State -2, 1]
type = PowerSet
triggerall = var(18)
trigger1 = MoveType = H
value = var(19)/2

[State -3, Kill Juggle Checking]
type = assertspecial
trigger1 = var(18)
trigger1 = P2MoveType = H && P2stateType = A
flag = nojugglecheck

[State -3, No Blocking]
type = assertspecial
trigger1 = var(16)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

;コンボダメージ
[State -2, PowerReset]
type = VarSet
trigger1 = P2movetype != H
var(53) = P2life


;グルーヴポイント初期数値＆時間による減少
[State -2, PowerReset]
type = VarSet
triggerall = MatchNo = 1
triggerall = RoundNo = 1
trigger1 = roundstate = 0
var(50) = 100000

[State -2, PowerReset]
type = VarSet
trigger1 = var(50) > 9999999
var(50) = 9999999
persistent = 1

[State -2, PowerReset]
type = VarSet
trigger1 = var(50) < -9999999
var(50) = -9999999
persistent = 1

[State -2, PowerReset]
type = VarAdd
trigger1 = roundstate = 2
var(51) = 1
persistent = 1

[State -2, PowerReset]
type = VarAdd
triggerall = roundstate = 2
triggerall = var(50) = [-9999999,9999999]
trigger1 = var(51) >= 600
trigger1 = gametime%60 = 0
var(50) = -500
persistent = 1


;時間停止によるガード不能
[State -2, PowerReset]
type = VarAdd
trigger1 = fvar(36) > 0
fvar(36) = -1

[State 3000, preventguard]
type = AssertSpecial
trigger1 = fvar(36) > 0
flag = unguardable

;スーパーキャンセル用
[State -2, PowerReset]
type = VarSet
triggerall = P2MoveType = H && P2stateType = A
triggerall = (((prevstateno=[1000,2999])||prevstateno=340)&&!fvar(27))||(((prevstateno=[1000,2999])||prevstateno=340)&&fvar(27)=-1&&time=1)||(prevstateno=195&&!fvar(27))||(prevstateno=195&&fvar(27)=-1&&time=1)
trigger1 = stateno=3000
trigger2 = stateno=3100
trigger3 = stateno=3300
fvar(27) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
trigger1 = fvar(27) > 0
fvar(27) = 1

[State -3, Kill Juggle Checking]
type = assertspecial
trigger1 = fvar(27) > 0
flag = nojugglecheck

[State -2, PowerReset]
type = VarSet
triggerall = fvar(27) > 1
trigger1 = movehit
trigger2 = projhit = 1
fvar(27) = -1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
trigger1 = fvar(27) > 120
trigger2 = numenemy
trigger2 = enemy,MoveType != H
fvar(27) = 0
ignorehitpause = 1

;空中コンボ制限
[State -2, PowerReset]
type = VarSet
trigger1 = fvar(4) = 1
trigger2 = P2MoveType != H
fvar(26) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
triggerall = !var(13)
triggerall = !fvar(4)
triggerall = P2MoveType = H && P2stateType = A
trigger1 = movehit
fvar(26) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
triggerall = !fvar(4)
triggerall = P2MoveType = H && P2stateType = A
triggerall = fvar(28) >= 0
trigger1 = projhit = 1
fvar(28) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = fvar(28) >= 0
trigger1 = !NumProj
fvar(28) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
triggerall = !var(13)
triggerall = !fvar(4)
triggerall = P2MoveType = H && P2stateType = A
triggerall = !fvar(28)
trigger1 = projhit = 1
fvar(26) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = fvar(28) < 0
trigger1 = !NumProj
fvar(28) = 0
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = assertspecial
triggerall = P2MoveType = H && P2stateType = A
trigger1 = stateno = 350 && fvar(26) < 2
trigger2 = stateno = 710 && fvar(26) < 2
flag = nojugglecheck

;Lv.2キャンセル追撃用
[State -2, PowerReset]
type = VarAdd
trigger1 = fvar(4) > 0
fvar(4) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = stateno=3200
trigger1 = time = 1
trigger1 = P2MoveType = H && P2stateType = A
fvar(4) = -1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = prevstateno=[3200,3299]
triggerall = time = 1
triggerall = fvar(4) = -1
trigger1 = stateno=195
trigger2 = stateno=1000
trigger3 = stateno=1100
trigger4 = stateno=1200
trigger5 = stateno=1300
trigger6 = stateno=1400
trigger7 = stateno=1500
trigger8 = stateno=3000
trigger9 = stateno=3100
trigger10 = stateno=3300
fvar(4) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = (prevstateno=[3000,3199]) || (prevstateno=[3300,3399])
triggerall = time = 1
triggerall = P2MoveType = H && P2stateType = A
trigger1 = stateno=195
trigger2 = stateno=1000
trigger3 = stateno=1100
trigger4 = stateno=1200
trigger5 = stateno=1300
trigger6 = stateno=1400
trigger7 = stateno=1500
trigger8 = stateno=3000
trigger9 = stateno=3100
trigger10 = stateno=3300
fvar(4) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = assertspecial
trigger1 = fvar(4) > 0
flag = nojugglecheck

[State -2, PowerReset]
type = VarSet
triggerall = fvar(4) > 1
trigger1 = movehit
trigger2 = projhit = 1
trigger3 = fvar(4) > 120
trigger4 = numenemy
trigger4 = enemy,MoveType != H
fvar(4) = 0
ignorehitpause = 1

;追い討ち
[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = Projhit = 1
trigger3 = p2movetype != H
trigger4 = fvar(4) = 1
var(13) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = stateno = 40 && prevstateno = 240
trigger2 = stateno = 1100 && movehit && (var(5) || P2statetype = A)
trigger3 = stateno = 3100 && (animelemtime(22) > 0) && movehit
var(13) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = assertspecial
trigger1 = var(13)
flag = nojugglecheck

[State -2, Combo]
type = VarSet
trigger1 = p2movetype != H
trigger2 = !numtarget
var(2) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarAdd
triggerall = !var(18)
trigger1 = stateno = 240 && movehit
var(2) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = p2movetype != H
trigger2 = !numtarget
var(33) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarAdd
triggerall = !var(18)
trigger1 = stateno = 1100 && movehit && (var(5) || P2statetype = A)
var(33) = 1
ignorehitpause = 1

;空中復帰誘導
[State -2, PowerReset]
type = VarSet
trigger1 = !NumTarget
trigger2 = P2MoveType != H
trigger3 = movehit
trigger4 = projhit = 1
trigger5 = numtarget
trigger5 = !target,gethitvar(fall)
fvar(38) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = P2MoveType = H && P2stateType = A
triggerall = !var(16)
triggerall = movehit
triggerall = (stateno = [195,799])
trigger1 = stateno != 450
trigger1 = stateno != 240
trigger1 = stateno != 250
trigger1 = stateno != 251
trigger1 = stateno != 340
trigger1 = stateno != 350
fvar(38) = 1
ignorehitpause = 1

[State 901, Throw]
type = TargetState
triggerall = Numtarget
triggerall = fvar(38)
trigger1 = target,stateno = 5050 && target,alive
value = 840

;強制fall=0時juggle判別用
[State -2, PowerReset]
type = VarSet
trigger1 = !numtarget
fvar(35) = 0

[State 901, Throw]
type = VarSet
triggerall = numtarget
trigger1 = movehit
trigger1 = target,gethitvar(fall)
fvar(35) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = assertspecial
triggerall = numtarget
trigger1 = fvar(35)
trigger1 = target,statetype = S || target,statetype = C
flag = nojugglecheck

;ガード時グルーヴポイント増減
[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = stateno = 150 || stateno = 152 || stateno= 154
trigger1 = time = 1
trigger1 = Var(25) > 6
var(50)=50
ignorehitpause = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = stateno = 150 || stateno = 152 || stateno= 154
trigger1 = time = 1
trigger1 = Var(25) <= 6
var(50)=ifelse((enemynear,hitdefattr=SCA,NA,NP,NT),101,ifelse((enemynear,hitdefattr=SCA,SA,SP,ST),201,301))
ignorehitpause = 1

;食らい時グルーヴポイント増減
[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = stateno = 5000 || stateno = 5020 || stateno= 5070 || stateno= 5080
trigger1 = time = 1
var(50)=ifelse((enemynear,hitdefattr=SCA,NA,NP,NT),-500,ifelse((enemynear,hitdefattr=SCA,SA,SP,ST),-300,-200))
ignorehitpause = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = (stateno != 5000 && stateno != 5020 && stateno != 5070 && stateno != 5080)
trigger1 = fvar(12) - Life > 0
var(50)=ifelse((enemynear,stateno=[195,999]),-500,ifelse((enemynear,stateno=[1000,2999]),-300,-200))
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = 1
fvar(12) = life
ignorehitpause = 1

;リバーサル判定1
[State 180, 1]
type = VarSet
trigger1 = movetype = H
fvar(22) = 2
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = ctrl
trigger1 = fvar(22) = 2
fvar(22) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = fvar(22) = 1
fvar(23) = 1
ignorehitpause = 1

;ボーナスメッセージアイコン表示
[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 4000 || stateno = 4001
trigger2 = stateno = 4010 || stateno = 4011
trigger3 = stateno = 4020 || stateno = 4021
fvar(8) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999]) && (stateno != [1400,1499])
trigger1 = movehit
trigger2 = projhit = 1
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = !var(58)
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projHit = 1
fvar(8) = 2
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 810
fvar(8) = 3
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 1800
fvar(8) = 4
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 820
fvar(8) = 5
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 4100
trigger2 = stateno = 4110
trigger3 = stateno = 4120
fvar(8) = 6
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = NumHelper(1205)
trigger1 = helper(1205),StateNo = 1210 && helper(1205),time = 1
fvar(8) = 7
ignorehitpause = 1














[State 180, 1]
type = VarAdd
triggerall = Time = 1
triggerall = fvar(23)
triggerall = movetype != H
triggerall = stateno != [2800,2999]
trigger1 = stateno = [1000,3999]
var(50) = 2000
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = fvar(23) = 3
trigger2 = (stateno = [1000,3999]) && time = 1
fvar(22) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = fvar(23) = 3
trigger2 = (stateno = [1000,3999]) && time = 1
fvar(23) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = var(48) = [0,1]
trigger1 = var(32) = 1
fvar(9) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = var(48) = 2
trigger1 = var(32) = 1
fvar(9) = 5
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = var(48) = 3 || var(48) = 4
trigger1 = var(32) = 1
fvar(9) = 6
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
triggerall = var(18)
trigger1 = var(32) = 1
fvar(9) = 3
ignorehitpause = 1





;[State 3001, Super]
;type = Helper
;triggerall = fvar(5)
;triggerall = !fvar(6)
;triggerall = !NumHelper(6700)
;triggerall = winKO
;triggerall = alive
;trigger1 = var(32) = 2
;id = 6700
;name = "Finish Hit"
;pos =0,0
;postype = P1
;stateno = 6710
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = !fvar(5)
;triggerall = !NumHelper(6700)
;triggerall = winKO
;triggerall = alive
;trigger1 = var(32) = 2
;id = 6700
;name = "Finish Hit"
;pos =0,0
;postype = P1
;stateno = 6700
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = fvar(5)
;triggerall = fvar(6)
;triggerall = fvar(7)
;triggerall = !NumHelper(6704)
;triggerall = win
;triggerall = alive
;trigger1 = var(56) = 5
;trigger1 = fvar(14) = 1
;trigger1 = !var(54)
;id = 6704
;name = "Complete"
;pos =0,0
;postype = P1
;stateno = 6734
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = fvar(5)
;triggerall = fvar(6)
;triggerall = !fvar(7)
;triggerall = !NumHelper(6704)
;triggerall = win
;triggerall = alive
;trigger1 = var(56) = 5
;trigger1 = fvar(14) = 1
;trigger1 = !var(54)
;id = 6704
;name = "Complete"
;pos =0,0
;postype = P1
;stateno = 6724
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = fvar(5)
;triggerall = !fvar(6)
;triggerall = !NumHelper(6704)
;triggerall = win
;;triggerall = alive
;trigger1 = var(56) = 5
;trigger1 = fvar(14) = 1
;trigger1 = !var(54)
;id = 6704
;name = "Complete"
;pos =0,0
;postype = P1
;stateno = 6714
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = !fvar(5)
;triggerall = !NumHelper(6704)
;triggerall = win
;triggerall = alive
;trigger1 = var(56) = 5
;trigger1 = fvar(14) = 1
;trigger1 = !var(54)
;id = 6704
;name = "Complete"
;pos =0,0
;postype = P1
;stateno = 6704
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = !fvar(5)
;triggerall = !fvar(3)
;triggerall = win
;triggerall = alive
;trigger1 = fvar(11) = 1
;id = 6701
;name = "Vital"
;pos =0,0
;postype = P1
;stateno = 6701
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = !fvar(6)
;triggerall = !fvar(3)
;triggerall = win
;triggerall = alive
;trigger1 = fvar(11) = 1
;trigger1 = !fvar(14)
;id = 6702
;name = "Perfect"
;pos =0,0
;postype = P1
;stateno = 6712
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = !fvar(6)
;triggerall = !fvar(3)
;triggerall = win
;triggerall = alive
;trigger1 = fvar(11) = 1
;trigger1 = fvar(14) = 1
;id = 6703
;name = "Max Combo"
;pos =0,0
;postype = P1
;stateno = 6713
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;[State 3001, Super]
;type = Helper
;triggerall = !fvar(7)
;triggerall = !fvar(3)
;triggerall = win
;triggerall = alive
;trigger1 = fvar(11) = 1
;trigger1 = !fvar(14)
;id = 6703
;name = "Max Combo"
;pos =0,0
;postype = P1
;stateno = 6723
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 999999
;supermovetime = 999999
;facing = facing*ifelse(teamside=1,1,-1)

;燃焼、感電エフェクト継続処理
[State -2, Combo]
type = VarSet
trigger1 = fvar(25)
fvar(25) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhittime(4005) = 1
fvar(25) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhittime(4005) = 1
fvar(25) = 2
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhittime(4005) = 1
fvar(25) = 3
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhittime(4005) = 1
fvar(25) = 4
ignorehitpause = 1

;燃焼エフェクト発生（ダウン）
;[State 3001, Super]
;type = Helper
;triggerall = !NumHelper(8300)
;trigger1 = fvar(25) = 1
;id = 8300
;name = "FireEffect_Down"
;pos = 0,0
;postype = P2
;stateno = 8300
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1

;燃焼エフェクト発生（のけぞり）
;[State 3001, Super]
;type = Helper
;triggerall = !NumHelper(8300)
;trigger1 = fvar(25) = 2
;id = 8300
;name = "FireEffect_KnockBack"
;pos =0,0
;postype = P2
;stateno = 8301
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1

;感電エフェクト発生（ダウン）
;[State 3001, Super]
;type = Helper
;triggerall = !NumHelper(8305)
;trigger1 = fvar(25) = 3
;id = 8305
;name = "SparkEffect_KnockBack"
;pos =0,0
;postype = P2
;stateno = 8305
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1

;感電エフェクト発生（のけぞり）
;[State 3001, Super]
;type = Helper
;triggerall = !NumHelper(8305)
;trigger1 = fvar(25) = 4
;id = 8305
;name = "SparkEffect_Down"
;pos =0,0
;postype = P2
;stateno = 8306
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1

;カウンターヒットエフェクト発生
[State -2, Combo]
type = VarSet
trigger1 = fvar(15) = 1
fvar(15) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
triggerall = (stateno != [900,999]) && (stateno != [1400,1499])
triggerall = movehit || projhit = 1
trigger1 = var(41)
fvar(15) = 1
ignorehitpause = 1

;[State -3, Blocking5]
;type = helper
;triggerall = p2movetype = H
;triggerall = (stateno != [900,999]) && (stateno != [1400,1499])
;triggerall = movehit
;trigger1 = var(41)
;id = 8130
;name = "COUNTER HIT EFFECT"
;pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
;postype = P2
;stateno = 8130
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;pausemovetime = 99999
;size.xscale = 1
;size.yscale = 1

;ヒット管理
[State -2, Combo]
type = VarSet
trigger1 = numenemy
trigger1 = enemy,MoveType != H
var(17) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarAdd
trigger1 = movehit
trigger2 = projHit = 1
var(17) = 1
ignorehitpause = 1

;[State 3001, Super]
;type = Helper
;triggerall = numenemy
;triggerall = roundstate = 2
;triggerall = (var(17) = 5 && !var(18)) || (var(17) = 10 && var(18))
;trigger1 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&var(52)=0
;trigger2 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&var(52)=1&&enemynear,NumHelper(6800)=0&&enemynear,NumHelper(6801)=0&&enemynear,NumHelper(6802)=0&&enemynear,NumHelper(6803)=0
;id = 6802
;name = "naration_3"
;pos =0,0
;postype = P1
;stateno = 6802
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;persistent = 0
;pausemovetime = 99999999999999

[State 180, 1];ファーストストライク判別
type = VarAdd
triggerall = !var(58)
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projHit = 1
var(50) = 5000
ignorehitpause = 1

;[State 3001, Super]
;type = Helper
;triggerall = roundstate = 2
;triggerall = p2movetype = H
;triggerall = var(51) < 400
;triggerall = (movehit&&!var(58))||var(28)
;trigger1 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&var(52)=0
;trigger2 = NumHelper(6800)=0&&NumHelper(6801)=0&&NumHelper(6802)=0&&NumHelper(6803)=0&&var(52)=1&&enemynear,NumHelper(6800)=0&&enemynear,NumHelper(6801)=0&&enemynear,NumHelper(6802)=0&&enemynear,NumHelper(6803)=0
;id = 6801
;name = "naration_2"
;pos = 0,300
;postype = Left
;stateno = 6801
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;ignorehitpause = 1
;persistent = 0
;pausemovetime = 99999999999999

[State -2, Combo]
type = VarSet
triggerall = !var(58)
trigger1 = movehit && p2movetype = H
trigger2 = projHit = 1 && p2movetype = H
trigger3 = MoveType = H && (stateno != [150,159]) && (stateno != [4100,4199])
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = VarAdd
triggerall = roundstate = 2
triggerall = var(17) < 2
trigger1 = moveguarded
trigger2 = projGuarded = 1
var(50)=ifelse((hitdefattr=SCA,NA,NP,NT),-50,ifelse((hitdefattr=SCA,SA,SP,ST),-30,-20))
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = var(17) < 2
triggerall = var(41) = 0
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projhit = 1
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = var(17) < 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projhit = 1
var(50)=ifelse((hitdefattr=SCA,NA,NP,NT),1001,ifelse((hitdefattr=SCA,SA,SP,ST),3001,5001))
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = movehit
trigger2 = projhit = 1
var(50)=1000
ignorehitpause = 1
persistent = 1

[State -2, Combo];MAXコンボ数判別
type = VarSet
trigger1 = P2MoveType = H
trigger1 = var(47) < var(17)
var(47) = var(17)
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = VarAdd
triggerall = roundstate = 2
triggerall = var(17) >= 2
trigger1 = movehit
trigger2 = projhit = 1
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = projHit = 1
var(36) = ifelse(movehit,1,3)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
trigger2 = projGuarded = 1
var(36) = ifelse(moveguarded,2,4)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = Time = 1
trigger1 = stateno != 252
trigger1 = stateno != 305
trigger1 = stateno != 1005
trigger1 = stateno != 1205
trigger1 = stateno != 3005
var(36) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = projHit = 1
fvar(24) = ifelse(movehit,1,3)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
trigger2 = projGuarded = 1
fvar(24) = ifelse(moveguarded,2,4)
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;パワー増加量判定
[State -2, PowerReset]
type = VarSet
trigger1 = !var(20)
var(24) = 0

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 1
var(24) = 167

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 2
var(24) = -125

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 4
var(24) = -222

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 6
var(24) = -360

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 3 || var(20) = 5
var(24) = -1000

[State -2, PowerReset2]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=100
trigger1 = (100*life/const(data.life))>30
var(31) = 0

[State -2, PowerReset3]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=30
trigger1 = (100*life/const(data.life))>15
var(31) = 2

[State -2, PowerReset4]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=15
trigger1 = (100*life/const(data.life))>0
var(31) = 4

[State -2, PowerReset]
type = VarSet
triggerall = roundstate = 2
trigger1 = 1
var(46) = gethitvar(damage)

;攻撃力変動判定
[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power = [0,999]
var(7) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) != 0 && var(20) != 6
trigger1 = roundstate = 2
var(7) = 0

[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power = [1000,1999]
var(7) = 1

[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power = [2000,2999]
var(7) = 2

[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power >= 3000
var(7) = 5

[State -2, PowerReset]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=100
trigger1 = (100*life/const(data.life))>30
var(8) = 0

[State -2, PowerReset2]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=30
trigger1 = (100*life/const(data.life))>15
var(8) = 5

[State -2, PowerReset3]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=15
trigger1 = (100*life/const(data.life))>0
var(8) = 10

[State -2, PowerReset4]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=100
trigger1 = (100*enemy,life/enemy,const(data.life))>30
var(9) = 0

[State -2, PowerReset5]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=30
trigger1 = (100*enemy,life/enemy,const(data.life))>15
var(9) = -10

[State -2, PowerReset6]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=15
trigger1 = (100*enemy,life/enemy,const(data.life))>0
var(9) = -25

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 5
triggerall = roundstate = 2
trigger1 = var(43)
var(21) = ifelse((stateno = [195,999]),35,ifelse((stateno = [1000,2999]),30,10))

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 5
triggerall = roundstate = 2
trigger1 = !var(43)
var(21) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) != 5
triggerall = roundstate = 2
trigger1 = 1
var(21) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 3
triggerall = roundstate = 2
trigger1 = var(42)
var(22) = 15

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 3
triggerall = roundstate = 2
trigger1 = !var(42)
var(22) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) != 3
triggerall = roundstate = 2
trigger1 = 1
var(22) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 4 || var(20) = 6
triggerall = roundstate = 2
trigger1 = var(40)
var(23) = 20

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 4 || var(20) = 6
triggerall = roundstate = 2
trigger1 = !var(40)
var(23) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) != 4 && var(20) != 6
triggerall = roundstate = 2
trigger1 = 1
var(23) = 0

[State -2, 1]
type = VarSet
trigger1 = P2movetype != H
var(17) = 0

[State -2]
type = VarSet
trigger1 = (var(17)-var(1)) < 10
trigger1 = var(18)
trigger1 = stateno = [0, 2999]
fvar(0) = (10-(var(17)-var(1)))*.1*.72
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = (var(17)-var(1)) >= 10
trigger1 = var(18)
trigger1 = stateno = [0, 2999]
fvar(0) = .072
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = var(18)
trigger1 = stateno = [3000, 3999]
fvar(0) = .8
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = !var(18)
trigger1 = var(17) = [6,29]
trigger1 = stateno = [0, 2999]
fvar(0) = (25-(var(17)-5))*.02
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = !var(18)
trigger1 = var(17) > 30
trigger1 = stateno = [0, 2999]
fvar(0) = .02
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !var(18)
trigger1 = var(17) <= 5
trigger2 = stateno = [3000, 3999]
fvar(0) = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = 1
fvar(10) = (100+var(7))*.01*(100+var(8))*.01*(100+var(9))*.01*(100+var(21))*.01*(100+var(22))*.01*(100+var(23))*.01*(10+(var(41)*2))*.1*fvar(0);*.7
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

;振り向き
[State 1300,Turn]
type = Turn
triggerall = P2Dist X < 0
trigger1 = prevstateno = 52
trigger1 = stateno = [1000,3999]
trigger1 = time = 1
ignorehitpause = 1

;削りKO移行
[State -2, 3] 
type = ChangeState
trigger1 = !alive
trigger1 = prevstateno = 130 || prevstateno = 131 || prevstateno = [150,153]
trigger1 = Stateno = [5000,5050]
value = 5950

[State -2,KO]
type = Varset
triggerall = stateno = [120,159]
trigger1 = StateType = S
ignorehitpause = 1
fvar(1) = 0

[State -2,KO]
type = Varset
triggerall = stateno = [120,159]
trigger1 = StateType = C
ignorehitpause = 1
fvar(1) = 1

[State -2,KO]
type = Varset
triggerall = stateno = [120,159]
trigger1 = StateType = A
ignorehitpause = 1
fvar(1) = 2

;ブロッキング入力
[State -2, Blocking-1]
type = VarSet
trigger1 = var(10) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(34) = 0

[State -2, Blocking-1]
type = VarSet
trigger1 = var(10) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(10) = 0

[State -2, Blocking-1]
type = VarAdd
trigger1 = var(10)
var(10) = 1
ignorehitpause = 1

[State -2, Blocking-1]
type = VarSet
triggerall = !var(59)
triggerall = !var(10)
triggerall = var(20) = 2 || var(20) = 6
trigger1 = command = "block" && command != "holddown"&& Command != "holdup"
var(10) = 1

[State -2, Blocking-1]
type = VarSet
trigger1 = var(10) = [1,4]
trigger1 = command != "holdfwd" && Command != "holdback" && command != "holdup" && Command != "holddown"
var(34) = 1

[State -2, Blocking-12
type = VarSet
trigger1 = var(11) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(35) = 0

[State -2, Blocking-2]
type = VarSet
trigger1 = var(11) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(11) = 0

[State -2, Blocking-2]
type = VarAdd
trigger1 = var(11)
var(11) = 1
ignorehitpause = 1

[State -2, Blocking-2]
type = VarSet
triggerall = !var(59)
triggerall = !var(11)
triggerall = var(20) = 2 || var(20) = 6
trigger1 = command = "block2" && command != "holdfwd"&& Command != "holdback"
var(11) = 1

[State -2, Blocking-2]
type = VarSet
trigger1 = var(11) = [1,4]
trigger1 = command != "holdfwd" && Command != "holdback" && command != "holdup" && Command != "holddown"
var(35) = 1

;上段ブロッキング移行
[State -2, 4000] 
type = HitOverride
triggerall = var(20) = 2 || var(20) = 6
triggerall = statetype != A && ctrl
trigger1 = (var(10) = [1,4]) && !var(59)
trigger2 = (var(10) = [5,8]) && var(34) && !var(59)
trigger3 = Random <= 250 && var(59)
slot = 0
stateno = 4000
attr = SA, AA, AP
time = 1

;下段ブロッキング移行
[State -2, 4010]
type = HitOverride
triggerall = var(20) = 2 || var(20) = 6
triggerall = statetype != A && ctrl
trigger1 = (var(11) = [1,4]) && !var(59)
trigger2 = (var(11) = [5,8]) && var(35) && !var(59)
trigger3 = Random <= 250 && var(59)
slot = 0
stateno = 4010
attr = C, AA, AP
time = 1

;空中ブロッキング移行
[State -2, 4020]
type = HitOverride
triggerall = !var(4)
triggerall = var(20) = 2 || var(20) = 6
triggerall = statetype = A && ctrl
trigger1 = (var(10) = [1,4]) && !var(59)
trigger2 = (var(10) = [5,8]) && var(34) && !var(59)
trigger3 = Random <= 250 && var(59)
slot = 0
stateno = 4020
attr = SCA, AA, AP
time = 1

;ジャストディフェンス入力
[State -2, 46]
type = VarSet
trigger1 = roundstate = 0
var(25) = -1

[State -2, 47]
type = VarAdd
trigger1 = var(25) >= 0
var(25) = 1
ignorehitpause = 1

[State -2, 46]
type = VarSet
triggerall = var(25) > 12
triggerall = var(20) = 5 || var(20) = 6
trigger1 = command != "holdback"
var(25) = -1

[State -2, 46]
type = VarSet
triggerall = var(25) = -1
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno != [140,159]
trigger1 = command = "back"
trigger2 = command = "downback"
var(25) = 0

[State -2, 46]
type = VarSet
triggerall = var(25) = [0,6]
triggerall = var(20) = 5 || var(20) = 6
trigger1 = command != "holdback"
var(25) = 7

;ジャストディフェンス硬直時間
[State 180, 1]
type = VarAdd
trigger1 = var(0)
var(0) = -1
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = stateno = 150 || stateno = 152 || stateno = 154
trigger1 = time = 0
var(0) = GetHitVar(hitshaketime)
ignorehitpause = 1

;上段ジャストディフェンス移行
[State -2, 3] 
type = ChangeState
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno = 150
triggerall = time = 0
trigger1 = (var(25) = [0,6]) && !var(59)
trigger2 = Random <= 350 && var(59) && prevstateno != [140,159]
value = 4100

;下段ジャストディフェンス移行
[State -2, 3]
type = ChangeState
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno = 152
triggerall = time = 0
trigger1 = (var(25) = [0,6]) && !var(59)
trigger2 = Random <= 350 && var(59) && prevstateno != [140,159]
value = 4110

;空中ジャストディフェンス移行
[State -2, 3]
type = ChangeState
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno = 154
triggerall = time = 0
triggerall = !var(4)
trigger1 = (var(25) = [0,6]) && !var(59)
trigger2 = Random <= 350 && var(59) && prevstateno != [140,159]
value = 4120

;KO後AI暴れ防止
[State -2,AI]
type = Varset
trigger1 = roundstate = 3
trigger1 = var(59) = 1
ignorehitpause = 1
var(59) = 2

[State -2,AI]
type = Varset
trigger1 = roundstate = 1
trigger1 = var(59) = 2
ignorehitpause = 1
var(59) = 1

;KO時ボイス
[State -2,AI]
type = Varset
trigger1 = 1
ignorehitpause = 1
fvar(19) = 0

[State -2,AI]
type = Varset
trigger1 = anim = 5950 || stateno = 5950
ignorehitpause = 1
fvar(19) = 1

[State -2,AI]
type = Varset
trigger1 = movetype != H
trigger1 = roundstate = 2
ignorehitpause = 1
var(37) = 0

[State -2,AI]
type = Varset
trigger1 = stateno = 5000 || stateno = 5020 || stateno = 5070 || stateno = 5080
trigger1 = roundstate = 2
trigger1 = time = 0
ignorehitpause = 1
var(37) = gethitvar(hitshaketime)

[State -2, KO]
type = PlaySnd
triggerall = roundstate = 3
trigger1 = !fvar(19) && !fvar(20)
trigger1 = Var(27) = ifelse(!var(37),1,ifelse(var(37)>20,20,var(37)))
trigger2 = !fvar(19) && fvar(20)
trigger2 = Var(27) = 12
ignorehitpause = 1
value = 110, 0

[State -2, KO]
type = PlaySnd
triggerall = roundstate = 3
triggerall = fvar(19)
trigger1 = anim = 5950 && animelemtime(1) = 2
ignorehitpause = 1
value = 5950, 0

[State -2,KO]
type = Varadd
trigger1 = !alive
ignorehitpause = 1
var(27) = 1

[State -2,KO]
type = Varset
trigger1 = alive
ignorehitpause = 1
var(27) = 0

;KO時演出
[State -2,KO]
type = Varadd
trigger1 = roundstate = 3
ignorehitpause = 1
var(32) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate != 3
ignorehitpause = 1
var(32) = 0

[State -2,KO]
type = Varadd
trigger1 = roundstate = 4
ignorehitpause = 1
fvar(11) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate != 4
ignorehitpause = 1
fvar(11) = 0



;エフェクト除去

;残像除去
[State -2]
type = AfterImageTime
triggerall = !var(16)
trigger1 = MoveType = H
trigger2 = StateNo = [0,49]
trigger3 = StateNo = [100,189]
trigger4 = StateNo = 195
trigger5 = StateNo = [200,799]
trigger6 = StateNo = [850,859]
trigger7 = StateNo = [900,1499]
time = 0

;ラウンド開始時等パワーリセット等
[State -2, 1]
type = PowerSet
triggerall = roundstate = 0
trigger1 = fvar(13) || var(18)
trigger2 = var(20) = 3
value = 0

[State -2, 1]
type = PowerSet
triggerall = roundstate = 0
triggerall = var(20) = 5
trigger1 = var(26) = 2
value = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && (var(43) || var(26) = 2) && roundno != 1
trigger2 = roundstate = 0 && roundno = 1
fvar(13) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(14) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(15) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(16) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(18) = 0

[State -2, 1]
type = VarSet
trigger1 = matchover
var(30) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
var(43) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(47) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(51) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(52) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
var(54) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(58) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(5) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(6) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(7) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
fvar(13) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(14) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = fvar(17) = 1
ignorehitpause = 1
fvar(17) = 0


;原作判別
[State -2, 1]
type = VarSet
trigger1 = 1
fvar(39) = 1;CAPCOM VS SNK 2

;キャラ判別
[State -2, 1]
type = VarSet
triggerall = numenemy
triggerall = roundstate = 2
trigger1 = enemy,authorname = "warusaki3" && enemy,fvar(39) = 1
trigger2 = enemy,authorname = "mouser" && (P2Name = "Hibiki Takane" || P4Name = "Hibiki Takane")
var(52) = 1

;やられ時にゲージ消去する相手動作の判定
[State -2, 1]
type = VarSet
trigger1 = 1
fvar(20) = 0

[State -2, 1]
type = VarSet
triggerall = numenemy
trigger1 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgouki"&&enemynear,var(13))
trigger2 = (enemynear,authorname="SUMI"&&enemynear,name="Destrudo Ryu"&&enemynear,var(16)=1)
trigger3 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsrugal"&&enemynear,var(13))
trigger4 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsryu"&&enemynear,var(13))
trigger5 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsg_rugal"&&enemynear,var(13))
trigger6 = (enemynear,authorname="warusaki3"&&enemynear,name="cvsgeese"&&enemynear,var(13))
trigger7 = (enemynear,authorname="warusaki3"&&enemynear,name="cvssakura"&&enemynear,var(13))
fvar(20) = 1

[State 0, 0] ;Change palette
type = RemapPal
triggerall = TeamMode =  single
trigger1 = p2name = "yun3"
source = 1,1
dest = 1,2
ignorehitpause=1

[Statedef -3]

;ヤン食らい時の本体食らいState移行
[State -3]
type = ChangeState
triggerall = stateno != [15000,15999]
triggerall = !IsHelper
trigger1 = numhelper(2000) = 1
trigger1 = helper(2000),stateno = 2900
trigger1 = statetype = S && helper(2000),GetHitVar(groundtype) = 3
value = 15070
ctrl = 0

[State -3]
type = ChangeState
triggerall = stateno != [15000,15999]
triggerall = !IsHelper
trigger1 = numhelper(2000) = 1
trigger1 = helper(2000),stateno = 2900
trigger1 = statetype = A && helper(2000),GetHitVar(airtype) = 3
value = 15070
ctrl = 0

[State -3]
type = ChangeState
triggerall = stateno != [15000,15999]
triggerall = !IsHelper
trigger1 = numhelper(2000) = 1
trigger1 = helper(2000),stateno = 2900
trigger1 = statetype = S
value = 15000
ctrl = 0

[State -3]
type = ChangeState
triggerall = stateno != [15000,15999]
triggerall = !IsHelper
trigger1 = numhelper(2000) = 1
trigger1 = helper(2000),stateno = 2900
trigger1 = statetype = C
value = 15010
ctrl = 0

[State -3]
type = ChangeState
triggerall = stateno != [15000,15999]
triggerall = !IsHelper
trigger1 = numhelper(2000) = 1
trigger1 = helper(2000),stateno = 2900
trigger1 = statetype = A
value = 15020
ctrl = 0

[State -3, Bounding Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 5100 || StateNo = 5110
value = 5100, 0
channel = 20

[State -3, Hit1]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,50]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 0
channel = 1
lowpriority = 1

[State -3, Hit2]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [50,100]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
trigger4 = stateno = 5070
trigger5 = stateno = 5080
value = 5000, 1
channel = 1
lowpriority = 1

[State 3000, Voice]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 5201 || StateNo = 5210
value = 800,1
channel = 0

[State 820, Voice]
type = Stopsnd
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
trigger2 = StateNo = [150,159]
channel = 0