;---------------------------------------------------------------------------
[Statedef 3210]
type    = A
movetype= H
physics = N
velset = -9.5,-12

[State 3210, 速度加算]
type = VelAdd
trigger1 = 1
y = .56

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 2100002]
type    = A
movetype= I
physics = N
velset = 0,0

[State 3210, アニメ変更]
type = Palfx
trigger1 = 1
add = -255,-255,-255
time = 1

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Anim != 5000
value = 5000

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 45
value = 5100
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 2100001]
type    = A
movetype= I
physics = N
velset = 0,0

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Anim != 5010
value = 5010

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 45
value = 5100
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 2100003]
type    = A
movetype= I
physics = N
velset = 0,0

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Anim != 5300
value = 5300

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 45
value = 5100
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 99999999]
Type=L
MoveType=H
physics=A
velset=0,0
anim=IfElse(SelfAnimExist(5300),5300,5200)
ctrl=0
[State 99999999,1]
Type=LifeAdd
trigger1=1
trigger2=Anim=[5000,5120]
trigger3=!Ctrl
Value=-Ceil(Life*Life)
ignorehitpause=1
absolute=0
[State 99999999,2]
Type=LifeAdd
trigger1=1
trigger2=Anim=[5000,5120]
trigger3=!Ctrl
Value=-Ceil(P2Life*Life)
ignorehitpause=1
absolute=0
[State 99999999,3]
Type=LifeAdd
trigger1=1
trigger2=Anim=[5000,5120]
trigger3=!Ctrl
Value=-Ceil(P2Life*P2Life)
ignorehitpause=1
absolute=0
[State 99999999,4]
Type=LifeSet
trigger1=1
trigger2=Anim=[5000,5120]
trigger3=!Ctrl
Value = 0
ignorehitpause = 1
absolute = 0
[State 99999999,5]
Type=ChangeAnim
trigger1=Anim!=5000&&Anim!=5002
trigger2=Anim=5002&&AnimTime=0;Turn anim over
Value=IfElse(SelfAnimExist(5300),5300,5200)
[State 99999999,6]
Type=hitby
trigger1=1
Value=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
Time=-1
[State 99999999,7]
Type=AssertSpecial
trigger1=Alive
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard
[State 99999999,8]
Type=PalFx
trigger1=TimeMod=4,0
trigger1=TimeMod=3,1
time=500
add=0,0,0
SinAdd=-80,-80,-96,4
color=0
[State 99999999,9]
Type=ChangeState
trigger1=!MatchOver
Value =5110
ctrl=0
[State 120, なんで来たん？]
type = Selfstate
trigger1 = !IsHelper
trigger1 = name = "Super_Rubber_soul"
value = 120
persistent = 256
ignorehitpause = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;OTHK
[Statedef 42732]
type = C
movetype = I
physics = N
anim = 7776
ctrl = 0

[State HitPauseTimeがある時は超即死ステートへ]
Type = ChangeState
TriggerAll = Name != "Super_Rubber_soul" && !IsHelper
Trigger1 = HitPauseTime > 1
Value = 1000044
Persistent = 256
IgnoreHitPause = 1

[State HitPauseTimeがない時はステート返還]
Type = SelfState
TriggerAll = Name != "Super_Rubber_soul" && !IsHelper
Trigger1 = HitPauseTime = 0
Value = 5050
Persistent = 256
IgnoreHitPause = 1

[State 9999]
type = SelfState
value = 5150
trigger1 = !Alive
ignorehitpause = 1

[State 181, 1]
type = posset
trigger1 = 1
X = 0
Y = 0

[State 2301, shake]
type=lifeset
trigger1 = 1
value=0

[State 0]
type = Projectile
trigger1 = ishelper
projanim = anim
projremove = 1
projremovetime = 20
affectteam = F
attr = A,HA
hitflag = MAFDP
P1stateno = prevstateno

[State 0]
type = changeanim2
trigger1 = 1
value = 7775

[State 15000,];特定の攻撃しか効きません
type = Hitby
trigger1 = ishelper(55555)
value = C, HP
ignorehitpause = 1

[State 2301, shake]
type=powerset
trigger1 = 1
value=0

[State 210, 2];無くても良いが、有った方が得だろう。
type = projectile
triggerall=time>=10
triggerall=name!="Super_Rubber_soul"
projanim=anim
projremove=0
projid=2000001
projremovetime=40
offset=-40,0
affectteam=f
trigger1 = ishelper
attr = S, NA
animtype  = Medium
damage    = 57
pausetime = 0,0
sparkno = -1
sparkxy = -10,-70
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
p1stateno=50
ignorehitpause=1

[State 575775]
Type=destroyself
trigger1=ishelper
trigger1=time=30

[State 2301, shake]
type=lifeadd
trigger1 = 1
value=-99999999999999
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 42731]
type = S
movetype = A
physics = S
ctrl = 0

[State 7300, エフェクト消去]
type = Removeexplod
trigger1 = 1
ignorehitpause = 1

[State 50000, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 50000, ライフ]
type = LifeSet
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 50000, カメラ固定]
type = ScreenBound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 50000, 追従]
type = BindToRoot
trigger1 = ishelper
pos = 0,200
ignorehitpause = 1

[State 50000, 押し戻し判定追加]
type = PlayerPush
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 200003, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 200003, 通常即死]
type = LifeSet
triggerall = name != "C-kill"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 200003, 消去]
type = DestroySelf
triggerall = ishelper
trigger1 = !root,Alive
ignorehitpause = 1

[State 575775]
Type=Varadd
trigger1=1
sysvar(1)=1
ignorehitpause=1

[State 200003, 消去]
type = DestroySelf
triggerall = ishelper
trigger1 = !root,Alive
ignorehitpause = 1

[State 1114,変数弄り死星用１]
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "C-kill"
trigger1 = root,name = "Death Star"
var(11) = -2147483648
ignorehitpause = 1
[State 1114,変数弄り死星用２]
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "C-kill"
trigger1 = root,name = "Death Star"
var(12) = -2147483648
ignorehitpause = 1
[state 1114,変数弄り死星用３]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "C-kill"
var(20) = 1
ignorehitpause = 1 

[State 0]
type = changeanim2
trigger1 = 1
value = 7775

[State 2636]
type = VarRangeSet
trigger1 = name!="C-kill"
value = ifelse(random<=50,999999,0)

[State 2636]
type = VarRangeSet
trigger1 = name!="C-kill"
fvalue = ifelse(random<=50,999999,0)

[State 2636]
type = VarSet
trigger1 = name!="C-kill"
sysvar(0) = ifelse(random<=50,999999,0)

[State 2636]
type = VarSet
trigger1 = name!="C-kill"
sysvar(1) = ifelse(random<=50,999999,0)

[State 2636]
type = VarSet
trigger1 = name!="C-kill"
sysvar(2) = ifelse(random<=50,999999,0)

[State 2636]
type = VarSet
trigger1 = name!="C-kill"
sysvar(3) = ifelse(random<=50,999999,0)

[State 2636]
type = VarSet
trigger1 = name!="C-kill"
sysvar(4) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="C-kill"
var(0) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(1) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(2) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(3) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(4) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(5) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(6) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(7) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(8) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(9) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(10) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
trigger1 = root,name != "Death Star"
var(11) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
trigger1 = root,name != "Death Star"
var(12) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(13) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(14) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(15) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(16) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(17) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(18) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(19) = ifelse(random<=50,999999,0)

[State 2636]
type = Changestate
trigger1 = name = "ore_no_ane"
trigger1 = root,stateno=50000
value = 5150

[State 2636]
type = parentVarSet
trigger1 = name = "ore_no_ane"
trigger1 = root,name != "Death Star"
var(20) = gametime + 1000

[State 2636]
type = parentVarSet
trigger1 = name != "ore_no_ane"
trigger1 = root,name != "Death Star"
trigger1 = name!="Dirty Kung Fu Man"
var(20) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name != "ore_no_ane"
trigger1 = name!="Dirty Kung Fu Man"
var(21) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name = "ore_no_ane"
var(21) = 21474364823611333464646

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(22) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(23) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(24) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(25) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(26) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(27) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(28) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(29) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name != "ore_no_ane"
trigger1 = name!="Dirty Kung Fu Man"
var(30) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(31) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(32) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(33) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(34) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(35) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Dirty Kung Fu Man"
var(36) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(37) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(38) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(39) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(40) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(41) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(42) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(43) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(44) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(45) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(46) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(47) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(48) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(49) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(50) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(51) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(52) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(53) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(54) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(55) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(56) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(57) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(58) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
var(59) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(0) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(1) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(2) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(3) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(4) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(5) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(6) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(7) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(8) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(9) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(10) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(11) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(12) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(13) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(14) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(15) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
triggerall= root,name != "tenrou"&&root,palno!=12
trigger1 = name!="Gold_Metal_iori"
fvar(16) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(17) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(18) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(19) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(20) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(21) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(22) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(23) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(24) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(25) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(26) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(27) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(28) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(29) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(30) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(31) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(32) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(33) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(34) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="Gold_Metal_iori"
fvar(35) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="C-kill"
fvar(36) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="C-kill"
fvar(37) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="C-kill"
fvar(38) = ifelse(random<=50,999999,0)

[State 2636]
type = parentVarSet
trigger1 = name!="C-kill"
fvar(39) = ifelse(random<=50,999999,0)

[State ];超即死投げ
type = selfstate
triggerall = !ishelper
trigger1 = root,name = "C-kill"
value = 0
ignorehitpause = 1

[State 45000, これをしないと名前の長いカンフーマンが倒せない]
type = Projectile
trigger1=RoundState != 2
attr = C, HP
hitflag = MAFD
projid = 450000
projanim = ifelse(random%2=0,801,200)
projpriority = 7
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
projscale = 0,0
postype = p2
offset = 0, 500
pausetime=1,2
p1stateno=ifelse(root,gethitvar(fall.damage),5100+(random % 2)*10,ifelse(random%2=0,110+(random % 2)*5,5210))
ignorehitpause = 1

[State 45000, これをしないと名前の長いカンフーマンが倒せない]
type = Parentvarset
triggerall = ishelper
triggerall = enemy(enemy,name != "C-kill"),sysvar(1)=[0,10]
triggerall = parent,id = root,id
trigger1 = 1
var(0) = 0
ignorehitpause = 1

[State ];hitpausetime付ける
type = null;Hitdef
triggerall = !(ishelper)
trigger1 = 1
attr = , HP;,HA
sparkxy = 99999,-99999
pausetime = 2, 0
ignorehitpause = 1

[State ];超即死投げ
type = Changestate
triggerall = !ishelper
trigger1 = hitpausetime ;>= 1
value = 42731;12000
ignorehitpause = 1

[State 181, 1]
type = posset
trigger1 = 1
X = 0
Y = 0

[State 0]
type = Projectile
trigger1 = ishelper
projanim = anim
projremove = 1
projremovetime = 20
affectteam = F
attr = C,Hp
hitflag = MAFDP
P1stateno = prevstateno

[State 2301, shake]
type=powerset
trigger1 = name != "C-kill"
value=0

[State 2301, shake]
type=lifeadd
trigger1 = name != "C-kill"
value=-99999999999999

;核ステートです。
;Name指定推奨
[State 944, 2]
type = LifeSet
trigger1 = name != "Super_Rubber_soul"
value = 0

[State 944, 2]
type = Powerset
trigger1 = name != "Super_Rubber_soul"
value = 0

;もう一つの核ステートです。
;Name指定推奨
[State 944, 2]
type = LifeAdd
trigger1 = name != "Super_Rubber_soul"
value = -9999999999999999999999999999

[State 944, 2]
type = Poweradd
trigger1 = name != "Super_Rubber_soul"
value = -9999999999999999999999999999

[State 200003, 消去]
type = DestroySelf
triggerall = ishelper
trigger1 = !root,Alive
ignorehitpause = 1

[State 15000,];特定の攻撃しか効きません
type = Hitby
trigger1 = ishelper
value = C, HP
ignorehitpause = 1

[State 2301, shake]
type=lifeset
trigger1 = 1
value=0

[State HitPauseTimeがある時は超即死ステートへ]
Type = ChangeState
TriggerAll = Name != "Super_Rubber_soul" && !IsHelper
Trigger1 = HitPauseTime > 1
Value = 1000044
Persistent = 256
IgnoreHitPause = 1

[State HitPauseTimeがない時はステート返還]
Type = SelfState
TriggerAll = Name != "Super_Rubber_soul" && !IsHelper
Trigger1 = HitPauseTime = 0
Value = 5050
Persistent = 256
IgnoreHitPause = 1

[State 120]
type = SElfstate
trigger1 = name = "Super_Rubber_soul"
value = 120
ctrl = 1
persistent = 256
ignorehitpause = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 36020]
type    = A
movetype= H
physics = N
velset = 0,-21

[State 3210, 速度加算]
type = VelAdd
trigger1 = 1
y = .56

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 36010]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4334, 位置設定]
type = PosSet
trigger1 = 1
x = 0
y = -60
[State 99999999,6]
Type=hitby
trigger1=1
Value=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
Time=-1
[State 3210, アニメ変更]
type = ChangeAnim2
trigger1 = Anim != 86010
value = 86010

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 75
value = 5100
ctrl = 1

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