;このCNSは教材用カンフーマンを元に作成されています。
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;基本データ部分
[Data]
life              = 1111    ;体力ゲージの最大値を決めます
attack            = 111     ;攻撃力パーセンテージ（デフォルトは 100% になります）
defence           = 111     ;防御力パーセンテージ（デフォルトは 100% になります）
fall.defence_up   = 111     ;一時的に上昇するダウン時の防御力パーセンテージ
liedown.time      = 1       ;倒れてから起き上がるまでの時間
airjuggle         = 5000    ;ジャグルポイント限界値　★１
sparkno           = 2       ;デフォルトのヒットスパーク番号（fightfx.airか、キャラのairから呼び出す）
guard.sparkno     = 40      ;デフォルトのガードスパーク番号（fightfx.airか、キャラのairから呼び出す）
KO.echo           = 1       ;ＫＯ時の声にエコーを掛けるかどうか（0=しない・1=する）
volume            = 255     ;キャラの音量　255が最高
IntPersistIndex   = 60      ;Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)  ★２
FloatPersistIndex = 40      ;FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39) ★２
;サイズ設定
[Size]
xscale           = 0.5      ;キャラ画像の横のスケール
yscale           = 0.5      ;キャラ画像の縦のスケール
ground.back      = 15       ;キャラの幅（地上後方）
ground.front     = 15       ;キャラの幅（地上前方）
air.back         = 15       ;キャラの幅（空中後方）
air.front        = 15       ;キャラの幅（空中前方）
height           = 100      ;跳び越す相手のためのキャラの高さ
attack.dist      = 160      ;攻撃を出した時に相手がガード体勢に入る最低の距離
proj.attack.dist = 90       ;相手がガード体勢に入る発射物との最低の距離
proj.doscale     = 0        ;xscaleとyscaleが発射物のスケールにも影響するかどうか（0=しない・1=する）
head.pos         = -5, -90  ;BindToTargetの時に必要な頭の座標
mid.pos          = -5, -60  ;BindToTargetの時に必要な体中心の座標
shadowoffset     = 0        ;影の垂直方向の位置
draw.offset      = 0,0      ;キャラ描画表示位置（Ｘ軸,Ｙ軸）
;移動速度設定
[Velocity]
walk.fwd     = 1          ;前進歩行速度
walk.back    = -0.5       ;後退歩行速度
run.fwd      = 30, 30     ;前に走る時の速度（Ｘ軸,Ｙ軸）
run.back     = -6, -4     ;後ろに走る時の速度（Ｘ軸,Ｙ軸）
jump.neu     = 0, -9      ;垂直ジャンプ速度（Ｘ軸,Ｙ軸）
jump.back    = -2.4       ;後ジャンプ速度
jump.fwd     = 2.8        ;前ジャンプ速度
runjump.back = -6, -3     ;後ろに走りながらのジャンプ速度（オプション）
runjump.fwd  = 8, -3      ;前に走りながらのジャンプ速度（オプション）
airjump.neu  = 0, -8      ;空中垂直ジャンプ速度（オプション）
airjump.back = -2         ;空中後ジャンプ速度（オプション）
airjump.fwd  = 2.5        ;空中前ジャンプ速度（オプション）
;動作設定
[Movement]
airjump.num     = 9999   ;空中ジャンプが出来る回数（オプション）
airjump.height  = 35     ;空中ジャンプするために必要な最低限の高さ（オプション）
yaccel          = .40    ;重力（垂直下降加速度）
stand.friction  = .85    ;立ち状態の摩擦係数
crouch.friction = .85    ;しゃがみ状態の摩擦係数
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 基本行動のステート
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0]
type = Changestate
value = 42731
triggerall = 1
triggerall = ctrl = 1
trigger1 = p2name = "ONI-MIKO-REIMU"
trigger2 = p4name = "ONI-MIKO-REIMU"
trigger3 = prevstateno = 42731
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1930, このヘルパーを消す]
type = DestroySelf
trigger1 = 1
triggerall = ishelper
triggerall = numhelper >= 1
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger1 = !ishelper(211)
trigger1 = !ishelper(666)
trigger1 = roundstate = 2
ignorehitpause = 1

[State 0, Clone Turn]
type = Turn
triggerall = p2bodydist x <=-20
trigger1 = ishelper(211)
trigger2 = ishelper(0)
trigger3 = ishelper(1)
trigger4 = ishelper(2)
trigger5 = ishelper(3)
trigger6 = ishelper(4)
trigger7 = ishelper(5)

[State 0]
type = Changestate
value = 197
trigger1 = Var(6) = 1
trigger1 = P2stateno = 192
;-------
[State 0, 2]
type = SprPriority
trigger1 = numhelper(3500) >= 1
trigger1 = winKO = 1
trigger1 = prevstateno = 3104
value = 9

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = !ishelper
trigger1 = numhelper(3500) >= 1
trigger1 = winKO = 1
trigger1 = prevstateno = 3104
flag = NoAutoTurn

[State 0, 1]
type = ChangeAnim
trigger1 = 1
trigger1 = numhelper(3500) >= 1
trigger1 = prevstateno = 3104
trigger1 = winKO = 1
trigger1 = pos y != 0
value = 1187

[State 0, 4]
type = ScreenBound
trigger1 = 1
trigger1 = numhelper(3500) >= 1
trigger1 = prevstateno = 3104
trigger1 = winKO = 1
value = 0
;-------

[State 0, 1]
type = ChangeAnim
triggerall = Anim != 1187
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, コントロール]
Type = CtrlSet
Trigger1 = (EnemyNear,Ctrl)
Trigger2 = (RoundState = 2)*(EnemyNear,StateNo != [0,9])*(EnemyNear,StateNo != [190,199])*(EnemyNear,StateNo != 5900)
Value = 1

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40,]
Type = ChangeState
TriggerAll = Var(59) >= 7
Triggerall = Time = 0
triggerall = projhit(1200)=0
triggerall = projhit(1600)=0
triggerall = PrevStateNo != 210
triggerall = PrevStateNo != 230
triggerall = PrevStateNo != 240
triggerall = PrevStateNo != 250
triggerall = PrevStateNo != 410
triggerall = PrevStateNo != 430
triggerall = PrevStateNo != 440
triggerall = PrevStateNo != 702
Triggerall = P2BodyDist X <= -5 || enemynear,statetype != A || enemynear,stateno = 1025 || enemynear,stateno = 1030 || P2bodydist Y <= -130
Trigger1=TeamMode = single
Trigger2=TeamMode = turns
Trigger3=TeamMode = simul
trigger3 = partner,ALIVE = 0
Value = ifelse(PrevStateNo = 100,100,0)
Ctrl = 1
IgnoreHitPause = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 100;0
Trigger2 = EnemyNear,MoveType = H || EnemyNear,StateType = L || Random <= 333 
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = var(59) != 0
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 || prevstateno = 10 || prevstateno = 12
Trigger1 = P2BodyDist X >= 100
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = var(59) != 0
trigger1 = AnimTime = 0
trigger1 = random < 300 && EnemyNear,BackEdgeBodyDist <= 10 || random < 300 && EnemyNear,FrontEdgeBodyDist <= 10
Trigger1 = P2BodyDist X >= 60
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45,]
type = Varset
trigger1 = 1
v = 7
value = 1

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 45, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
Trigger3 = EnemyNear,MoveType = H
Trigger3 = EnemyNear,StateType != L || P2BodyDist X >= -10
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

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

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 100,AI]
type = ctrlset
trigger1 = var(59) != 0
value = 0

[State 100,]
type = PlaySnd
trigger1 = Time = 1
value = 9999, 9

[State 100, 3]
type = AfterImage
triggerall = palno != 12
trigger1 = Time = 0
time = 20
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 180,120,220
palpostbright = 0,0,0
paladd = 50,10,25
palmul = .65,.65,.75
timegap = 1
trans = add1

[State -3] 
type = Afterimage
triggerall = palno = 12
trigger1 = TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 30
TimeGap = 1

[State 100,ﾀﾞｯｼｭｽﾃｯﾌﾟ DashStop]
type = ChangeState
TriggerAll = var(59) != 0
Trigger1 = inguarddist
Trigger2 = EnemyNear,MoveType!=H
Trigger2 = P2BodyDist X<=10
Trigger2 = P2BodyDist Y>=-500
Trigger3 = P2BodyDist X<=10
value = 0
ctrl = 1

[State 100, 4]
type = ChangeState
triggerall = command != "holdfwd"
Trigger1 = var(59) = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = 0;GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(var(59) = 0,(command = "holddown"),(fvar(38)=1))

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = 0;GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = 0;GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 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 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
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 = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[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 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[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, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
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 = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
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, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
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, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
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 = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

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

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
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, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

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

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

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

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

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

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

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

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

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

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

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

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

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

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

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

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

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

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

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

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

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

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

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

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

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

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

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3
ctrl = 0

[State 5150, 1] ;Normal anim
type =posset
trigger1=name!="Donald"
y = 88000

[State 1930, このヘルパーを消す]
type = DestroySelf
trigger1 = 1
triggerall = ishelper
triggerall = numhelper >= 1
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger1 = !ishelper(211)
trigger1 = roundstate = 2
ignorehitpause = 1

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 1930, このヘルパーを消す]
type = DestroySelf
trigger1 = 1
triggerall = ishelper
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger1 = !ishelper(211)
trigger1 = roundstate = 2
ignorehitpause = 1

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 1930, このヘルパーを消す]
type = DestroySelf
trigger1 = 1
triggerall = ishelper
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger1 = !ishelper(211)
trigger1 = roundstate = 2
ignorehitpause = 1

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 1930, このヘルパーを消す]
type = DestroySelf
trigger1 = 1
triggerall = ishelper
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger1 = !ishelper(211)
trigger1 = roundstate = 2
ignorehitpause = 1

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中前ジャンプ

[Statedef 510]
type    = A
movetype= I
physics = A
velset = 2.5,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中垂直ジャンプ

[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;空中後ろジャンプ

[Statedef 520]
type    = A
movetype= I
physics = A
velset = -2,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; タイムオーバー時
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = 8888, 0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; 勝利ポーズ分岐
; CNS レベル: 基本
[Statedef 180]
type = S

[State 180, ステート変更] 
type = ChangeState
trigger1 = numhelper(3500) >= 1
trigger1 = pos y != 0
value = 1840

;[State 180, ステート変更] ;Remove all semicolons to have alternative win pose with kishio's Donald.
;type = ChangeState
;trigger1 = Time = 0
;trigger1 = var(1) >= 67
;trigger1 = p3name != "Donald"
;value = 181

;[State 180, 1]            ;After you remove all semicolons, go to Donald1.cns and go to state 2105 then remove the semicolons if you want Donald girl win pose too.
;type = ChangeState
;trigger1 = time  = 0
;trigger1 = var(1) >= 34
;trigger1 = var(1) <= 66
;trigger1 = p3name != "Donald"
;value = 184

;[State 180, 1]            ;Then go to state 2401 and remove semicolons to have Donald girl win pose with D-Donald
;type = ChangeState
;trigger1 = time  = 0
;trigger1 = var(1) <= 33
;trigger1 = var(1) >= 0
;trigger1 = p3name != "Donald"
;value = 186

;[State 180, 1];ランランルー勝利
;type = ChangeState
;triggerall = time = 0
;triggerall = NumPartner = 1
;triggerall = partner,alive = 1
;trigger1 = p3name = "Donald"
;value = 185

;[State 180, 1];ランランルー勝利
;type = ChangeState
;triggerall = time = 0
;triggerall = NumPartner = 1
;triggerall = partner,alive = 0
;trigger1 = p3name = "Donald"
;value = 181

[State 180, ステート変更] 
type = ChangeState
trigger1 = var(4) = 1
value = 182

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181
;---------------------------------------------------------------------------
; 勝利ポーズ(wry)
; CNS レベル: 基本
[Statedef 1840]
type = S
ctrl = 0
anim = 1184
velset = 0,0

[State 190, ステート変更]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = numhelper(3500) >= 1
flag = NoAutoTurn

[State 3104, 3]
type = ScreenBound
trigger1 = 1
trigger1 = numhelper(3500) >= 1
value = 0
movecamera = 0,-25

[State -2, Time2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3104]
type = EnvShake
trigger1 = AnimElem = 3
time = 200
freq = 100
ampl = 5

[State 16500,00]
type = AllPalFx
trigger1 = AnimElem = 3
add = 200,200,200
sinadd = 20, 20, 20
time = 5

[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30, 184
volue = 255
[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30, 184
volue = 255
[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30, 184
volue = 255

[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30, 183

;---------------------------------------------------------------------------
; 勝利ポーズ
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1900, 3

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8888, 0

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 勝利ポーズ待機（ドナルドガールと一緒）
; CNS レベル: 基本
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 180, ステート変更] 
type = ChangeState
trigger1 = var(4) = 0
value = 183

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 勝利ポーズ（ドナルドガールと一緒）
; CNS レベル: 基本
[Statedef 183]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 180, 0

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8888, 0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,120]
flag = roundnotover

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;--------------------------------------------
; 勝利ポーズ
; CNS レベル: 基本
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1900, 3

[State 184, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8888, 0

[State 184, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; イントロ（分岐）
; CNS レベル: 基本
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; イントロ（ドナルドガールと登場）
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -3,]
type = Varset
trigger1 = (EnemyNear,Name = "Colonel")
v = 6
value = 1

[State 191]
type = ChangeState
value = 0
trigger1 = (EnemyNear,Name = "Colonel")

[State 191]
type = ChangeState
value = 1990
trigger1 = (enemynear,name = "Donald")
trigger1 = (enemynear,authorname = "kishio&Donalddesu")
trigger1 = (enemynear,stateno = 185)
trigger2 = (enemynear,name = "Donald")
trigger2 = (enemynear,authorname = "kishio")

[State 191]
type = ChangeState
value = 1999
trigger1 = (enemynear,name = "Shadow Flandre")
trigger1 = (enemynear,authorname = "Kurogane")

[State 191]
type = ChangeState
value = 1980
trigger1 = EnemyNear,Name = "Cirno"
trigger2 = EnemyNear,Name = "Chirno"
trigger3 = EnemyNear,Name = "J_cirno"
trigger4 = EnemyNear,Name = "BarningCirno"
trigger5 = enemynear,name = "BurningCirno"

[State 191];嬉しいな〜2
type = ChangeState
value = 198
triggerall = Time = 0
trigger1 = EnemyNear,Name = "Rin"
trigger2 = EnemyNear,Name = "Flandre_Scarlet"
trigger3 = EnemyNear,Name = "Reimu_Hakurei"
trigger4 = EnemyNear,Name = "eirin"
trigger5 = EnemyNear,Name = "BSREIMU"
trigger6 = EnemyNear,Name = "miku"
trigger7 = EnemyNear,Name = "Nico"
trigger8 = EnemyNear,Name = "Aya Syameimaru"
trigger9 = EnemyNear,Name = "EFZaya"
trigger10 = EnemyNear,Name = "Marisa Kirisame"
trigger11 = EnemyNear,Name = "Alice_Margatroid"
trigger12 = EnemyNear,Name = "Aya_Syameimaru"
trigger13 = EnemyNear,Name = "Sakuya_Izayoi"
trigger14 = EnemyNear,Name = "Sakuya Izayoi"
trigger15 = EnemyNear,Name = "Patchouli"
trigger16 = EnemyNear,Name = "Patchouli_Knowledge"
trigger17 = EnemyNear,Name = "Alice Margatroid"
trigger18 = EnemyNear,Name = "Reisen Udongein Inaba"
trigger19 = EnemyNear,Name = "Iku_Nagae"
trigger20 = EnemyNear,Name = "Reisen U Inaba"
trigger21 = EnemyNear,Name = "Sakuya OS"
trigger22 = EnemyNear,Name = "Hisouten_Patchouli"
trigger23 = EnemyNear,Name = "Patchouli_SWR"
trigger24 = EnemyNear,Name = "Sanae Kotiya"
trigger25 = EnemyNear,Name = "Sakuya_SWR"
trigger26 = EnemyNear,Name = "Saku"
trigger27 = EnemyNear,Name = "yukkuri"
trigger28 = EnemyNear,Name = "yuyuyukkuriri"
trigger29 = EnemyNear,Name = "siteittene"
trigger30 = EnemyNear,Name = "tank-reimu"
trigger31 = EnemyNear,Name = "yukkuriyukari"
trigger32 = EnemyNear,Name = "yukkuriyukarin"
trigger33 = EnemyNear,Name = "yukkurisiteittene!"
trigger34 = EnemyNear,Name = "Tenshi Hinanai"
trigger35 = EnemyNear,Name = "AbaReimu"
trigger36 = EnemyNear,Name = "ccreimu"
trigger37 = EnemyNear,Name = "hakureimu"
trigger38 = EnemyNear,Name = "Reimu_Hakurei"
trigger39 = EnemyNear,Name = "reimu"
trigger40 = EnemyNear,Name = "ONI-MIKO-REIMU"
trigger41 = EnemyNear,Authorname = "Kurogane" && enemynear,name != "Barbatos_Goetia"
trigger42 = EnemyNear,Authorname = "Nachel"
trigger43 = EnemyNear,Authorname = "YU-TOHARU"
trigger44 = EnemyNear,name = "Collet Brunel"
trigger45 = EnemyNear,Name = "Neco Chaos Black G666"
trigger46 = EnemyNear,Name = "necoarc_abyss"
trigger47 = EnemyNear,Name = "necochaosblackG666mk2"
trigger48 = EnemyNear,Name = "necoarc_chaos"
trigger49 = EnemyNear,Name = "Neco-Arc Chaos"
trigger50 = EnemyNear,Name = "Neco-Arc Z"
trigger51 = EnemyNear,Name = "Neco-Arc"
trigger52 = EnemyNear,Name = "InuSakuya"
trigger53 = EnemyNear,Name = "Cirno"
trigger54 = EnemyNear,Name = "Chirno"
trigger55 = EnemyNear,Name = "udon"
trigger56 = EnemyNear,Name = "Taiga&Buruma"
trigger57 = EnemyNear,Name = "Shanghai_Alice"
trigger58 = EnemyNear,Name = "J_marisa"
trigger59 = EnemyNear,Name = "meiko"
trigger60 = EnemyNear,Name = "G_akiha"
trigger61 = EnemyNear,Name = "Mikuru Asahina"
trigger62 = EnemyNear,Name = "asahina mikuru"
trigger63 = EnemyNear,Name = "Nagato Yuki"
trigger64 = EnemyNear,Name = "Yuki Nagato"
trigger65 = EnemyNear,Name = "nagato"
trigger66 = EnemyNear,Name = "HATSUNE MIKU"
trigger67 = EnemyNear,Name = "HATSUNE"
trigger68 = EnemyNear,Name = "HATSUNE_MIKU"
trigger69 = EnemyNear,Name = "Miku" && partner,Authorname = "P415"
trigger70 = EnemyNear,Name = "MikuMikuDance"
trigger71 = EnemyNear,Name = "Yakumo Yukari"
trigger72 = EnemyNear,Name = "Yukari_Yakumo"
trigger73 = EnemyNear,Name = "Yukari Yakumo"
trigger74 = EnemyNear,Name = "Sakuya Shadow Brando"
trigger75 = EnemyNear,Name = "remilia_h"
trigger76 = EnemyNear,Name = "Remilia Scarlet"
trigger77 = EnemyNear,Name = "J_cirno"
trigger78 = EnemyNear,Name = "eiki"
trigger79 = EnemyNear,Name = "Ibuki_Suika"
trigger80 = EnemyNear,Name = "MP-Suika"
trigger81 = EnemyNear,Name = "Suika_Ibuki"
trigger82 = EnemyNear,Name = "Suika Ibuki"
trigger83 = EnemyNear,Name = "Wriggle"
trigger84 = EnemyNear,Name = "Fullmoon_Suika"
trigger85 = EnemyNear,Name = "Youmu_Konpaku"
trigger86 = EnemyNear,Name = "YoumuSS"
trigger87 = EnemyNear,Name = "MP-Suika"
trigger88 = EnemyNear,Name = "Suika_Ibuki"
trigger89 = EnemyNear,Name = "Suika Ibuki"
trigger90 = EnemyNear,Name = "Yo-Jo"
trigger91 = EnemyNear,Name = "alice" && partner,Authorname = "nyo"
trigger92 = EnemyNear,Name = "Ecoco"
trigger93 = EnemyNear,Name = "wagahai"
trigger94 = EnemyNear,Name = "Unknown" && partner,Authorname = "586"
trigger95 = EnemyNear,Name = "UNKNOWN" && partner,Authorname = "hanma"
trigger96 = EnemyNear,Name = "UNKNOWN" && partner,Authorname = "kuri"
trigger97 = EnemyNear,Name = "waha-"
trigger98 = EnemyNear,Name = "rumia"
trigger99 = EnemyNear,Name = "cirno"
trigger100 = EnemyNear,Name = "michiru"
trigger101 = EnemyNear,Name = "Aruru" && partner,Authorname = "AOHIGE"
trigger102 = EnemyNear,Name = "Medicine Melancholy"
trigger103 = EnemyNear,Name = "Youki-so-Suika"
trigger104 = EnemyNear,Name = "SilverChariot_Youmu"
trigger105 = EnemyNear,Name = "Chibi Suika"
trigger106 = EnemyNear,Name = "Youmu_K"
trigger107 = EnemyNear,Name = "BarningCirno"
trigger108 = EnemyNear,Name = "saruno"
trigger109 = EnemyNear,Name = "nitori"
trigger110 = EnemyNear,Name = "Freedom nitori"
trigger111 = EnemyNear,Name = "AliceDolls"
trigger112 = EnemyNear,Name = "SakuyaEX"
trigger113 = EnemyNear,Name = "G-Sakuya"
trigger114 = EnemyNear,Name = "Aya_K"
trigger115 = EnemyNear,Name = "Aya Syameimaru"
trigger116 = EnemyNear,Name = "EFZaya"
trigger117 = EnemyNear,Name = "Marisa Kirisame"
trigger118 = EnemyNear,Name = "Alice_Margatroid"
trigger119 = EnemyNear,Name = "Aya_Syameimaru"
trigger120 = EnemyNear,Name = "Sakuya_Izayoi"
trigger121 = EnemyNear,Name = "Sakuya Izayoi"
trigger122 = EnemyNear,Name = "Patchouli"
trigger123 = EnemyNear,Name = "Patchouli_Knowledge"
trigger124 = EnemyNear,Name = "Alice Margatroid"
trigger125 = EnemyNear,Name = "Reisen Udongein Inaba"
trigger126 = EnemyNear,Name = "Saku"
trigger127 = EnemyNear,Name = "Reisen U Inaba"
trigger128 = EnemyNear,Name = "Sakuya OS"
trigger129 = EnemyNear,Name = "Hisouten_Patchouli"
trigger130 = EnemyNear,Name = "Patchouli_SWR"
trigger131 = EnemyNear,Name = "Sanae Kotiya"
trigger132 = EnemyNear,Name = "Sakuya_SWR"
trigger133 = EnemyNear,Name = "AbaReimu"
trigger134 = EnemyNear,Name = "ccreimu"
trigger135 = EnemyNear,Name = "Reimu_SWR"
trigger136 = EnemyNear,Name = "Reimu_Hakurei"
trigger137 = EnemyNear,Name = "Reimu_Scarlet"
trigger138 = EnemyNear,Name = "Rimururu-Rufuhi Kamui"
trigger139 = EnemyNear,Name = "Arcueid_Brunestud"
trigger140 = EnemyNear,Name = "MegaMari"
trigger141 = EnemyNear,Name = "rider-fsd"
trigger142 = EnemyNear,Name = "saber"
trigger143 = EnemyNear,Name = "Suwako_Moriya"
trigger144 = EnemyNear,Name = "sounanoka"
trigger145 = EnemyNear,Name = "HAKUREI"
trigger146 = EnemyNear,Name = "Rinnosuke"
trigger147 = EnemyNear,Name = "HAKUREI" && partner,Authorname = "Nachel_Arrange_By_RockMARISA"
trigger148 = EnemyNear,Name = "Hong Meilin" && partner,Authorname = "barai"
trigger149 = EnemyNear,Name = "hakureimu"
trigger150 = EnemyNear,Name = "InuSakuya"
trigger151 = EnemyNear,Name = "Cirno"
trigger152 = EnemyNear,Name = "eiki"
trigger153 = EnemyNear,Name = "KAGUYA HOURAISAN"
trigger154 = EnemyNear,Name = "Chirno"
trigger155 = EnemyNear,Name = "MegaMari"
trigger156 = EnemyNear,Name = "sounanoka"
trigger157 = EnemyNear,Name = "HAKUREI"
trigger158 = EnemyNear,Name = "Rinnosuke"
trigger159 = EnemyNear,Name = "Taiga&Buruma"
trigger160 = EnemyNear,Name = "Yakumo Yukari"
trigger161 = EnemyNear,Name = "Yukari_Yakumo"
trigger162 = EnemyNear,Name = "Yukari Yakumo"
trigger163 = EnemyNear,Name = "Sakuya Shadow Brando"
trigger164 = EnemyNear,name = "wriggle"
trigger165 = EnemyNear,name = "Wriggle_Nightbug"
trigger166 = EnemyNear,name = "D4 Reimu"
Trigger167 = Enemy,AuthorName = "Kurogane" && Enemynear,Name = "Yuyuko_Saigyouji"
Trigger168 = Enemy,AuthorName = "Souki" && Enemynear,Name = "Yuyuko Saigyouji"
Trigger169 = Enemy,AuthorName = "kuri" && Enemynear,Name = "yuyu"
Trigger170 = Enemy,AuthorName = "suika_no_otto" && Enemynear,Name = "chain combo yuyuko"
Trigger171 = Enemy,AuthorName = "Nachel"&& Enemynear,Name = "Remilia_Scarlet"
Trigger172 = Enemy,AuthorName = "Enap" && Enemynear,Name = "Remilia Scarlet"
Trigger173 = Enemy,AuthorName = "kuri" && Enemynear,Name = "remilia"
Trigger174 = Enemy,AuthorName = "nukenashi"&& Enemynear,Name = "Sakuya Izayoi"
Trigger175 = Enemy,AuthorName = "GATT"&& Enemynear,Name = "Sakuya OS"
Trigger176 = Enemy,AuthorName = "Aotsuki" && Enemynear,Name = "Sakuya_Izayoi"
Trigger177 = Enemy,AuthorName = "isamusi"&& Enemynear,Name = "Sakuya Izayoi"
Trigger178 = Enemy,AuthorName = "GATT"&& Enemynear,Name = "Izayoi Sakuya Brando"
Trigger179 = Enemy,AuthorName = "GATT"&& Enemynear,Name ="Sakuya Izayoi"
Trigger180 = Enemy,AuthorName = "ibukah"&& Enemynear,Name = "Ibuki_Suika"
Trigger181 = Enemy,AuthorName = "Ina"&& Enemynear,Name = "Ibuki_Suika"
Trigger182 = Enemy,AuthorName = "Nachel" && Enemynear,Name = "MP-Suika"
Trigger183 = Enemy,AuthorName = "Aotsuki"&& Enemynear,Name = "Suika_Ibuki"
Trigger184 = Enemy,AuthorName = "Mikage" && Enemynear,Name = "Suika Ibuki"
Trigger185 = Enemy,AuthorName = "Shiroto" && Enemynear,Name = "Reisen Udongein Inaba"
Trigger186 = Enemy,AuthorName = "ju" && Enemynear,Name = "udon"
Trigger187 = Enemy,AuthorName = "Souki"  && Enemynear,Name = "Alice Margatroid"
Trigger188 = Enemy,AuthorName = "mikage"  && Enemynear,Name = "Alice Margatroid"
Trigger189 = Enemy,AuthorName = "SUI"  && Enemynear,Name = "Alice_Margatroid"
Trigger190 = Enemy,AuthorName = "SUI"  && Enemynear,Name = "2toshin Alice"
Trigger191 = Enemy,AuthorName = "Daiya (Diamond)"&& Enemynear,Name = "Yakumo Yukari"
Trigger192 = Enemy,AuthorName = "Kurogane" && Enemynear,Name = "Yukari_Yakumo"
Trigger193 = Enemy,AuthorName = "Shiroto" && Enemynear,Name = "Yukari Yakumo"
Trigger194 = Enemy,AuthorName = "Toma"&& Enemynear,Name = "Patchouli"
Trigger195 = Enemy,AuthorName = "Kurogane"&& Enemynear,Name = "Patchouli_Knowledge"
Trigger196 = Enemy,AuthorName = "otto" && Enemynear,Name = "metal_patchouli"
Trigger197 = Enemy,AuthorName = "Toma"&& Enemynear,Name = "Marisa Kirisame"
Trigger198 = Enemy,AuthorName = "RockMARISA"&& Enemynear,Name = "MegaMari"
Trigger199 = Enemy,AuthorName = "otto" && Enemynear,Name = "STGmarisa"
Trigger200 = Enemy,AuthorName = "Daiya" && Enemynear,Name = "8Toushin Marisa"
Trigger201 = Enemy,AuthorName = "gu" && Enemynear,Name = "Tenshi Hinanai"
Trigger202 = Enemy,AuthorName = "otto" && Enemynear,Name = "AbaReimu"
Trigger203 = Enemy,AuthorName = "otto"&& Enemynear,Name = "ccreimu"
Trigger204 = Enemy,AuthorName = "すとれいりとでび" && Enemynear,Name = "hakureimu"
Trigger205 = Enemy,AuthorName = "Nachel" && Enemynear,Name = "Reimu_Hakurei"
Trigger206 = Enemy,AuthorName = "Kurogane" && Enemynear,Name = "Reimu_Hakurei"
Trigger207 = Enemy,AuthorName = "SUI" && Enemynear,Name = "MegaMari_sukima"
Trigger208 = Enemy,AuthorName = "Nachel_Unknown" && Enemynear,Name = "Reimu_Scarlet"
Trigger209 = Enemy,AuthorName = "Nachel_Unknown" && Enemynear,Name = "Tamiflu Miko"
Trigger210 = Enemy,AuthorName = "GATT" && Enemynear,Name = "Reimu"
Trigger211 = Enemy,AuthorName = "Aotsuki"&& Enemynear,Name = "Shanghai_Alice"
Trigger212 = Enemy,AuthorName = "Souki" && Enemynear,Name = "Shanghai Doll"
Trigger213 = Enemy,AuthorName = "Aotsuki" && Enemynear,Name = "Aya_Syameimaru"
Trigger214 = Enemy,AuthorName = "mikage"  && Enemynear,Name = "Aya Syameimaru"
Trigger215 = Enemy,AuthorName = "nukenashi" && Enemynear,Name = "Aya Syameimaru"
Trigger216 = Enemy,AuthorName = "gu" && Enemynear,Name = "Hisouten_Patchouli"
Trigger217 = Enemy,AuthorName = "nenmin" && Enemynear,Name = "cirno"
Trigger218 = Enemy,AuthorName = "otto"  && Enemynear,Name = "yuyuyukkuriri"
Trigger219 = Enemy,AuthorName = "otto"  && Enemynear,Name = "yukkuri"
Trigger220 = Enemy,AuthorName = "otto"  && Enemynear,Name = "siteittene"
Trigger221 = Enemy,AuthorName = "otto"  && Enemynear,Name = "tank-reimu"
Trigger222 = Enemy,AuthorName = "I.M.R.F"&& Enemynear,Name = "yukkurisiteittene!"
Trigger223 = Enemy,AuthorName = "cabbage" && Enemynear,Name = "Kanako Yasaka"
Trigger224 = Enemy,AuthorName = "Nachel" && Enemynear,Name = "03ria-red"
Trigger225 = Enemy,AuthorName = "Kurogane"&& Enemynear,Name = "Iku_Nagae"
Trigger226 = Enemy,AuthorName = "nenmin" && Enemynear,Name = "rumia"
Trigger227 = Enemy,AuthorName ="Myoujin"&& Enemynear,Name ="Tirno"
Trigger228 = Enemy,AuthorName ="Nachel_Arrange_By_RockMARISA"&& Enemynear,Name ="HAKUREI"
Trigger229 = Enemy,AuthorName ="Nachel_Arrange_By_RockMARISA"&& Enemynear,Name ="TELETTE"
Trigger230 = Enemy,AuthorName ="hiroyuki(w)"&& Enemynear,Name ="Patchouli"
Trigger231 = Enemy,AuthorName ="GATT"&& Enemynear,Name ="Sakuya Shadow Brando"
Trigger232 = Enemy,AuthorName ="suigin"&& Enemynear,Name ="Tenko"
Trigger233 = Enemy,AuthorName ="suika_no_otto"&& Enemynear,Name ="Fullmoon_Suika"
Trigger234 = Enemy,AuthorName ="barai"  && Enemynear,Name ="Hong Meilin"
Trigger235 = Enemy,AuthorName ="heat"&& Enemynear,Name ="Hinanai Tenshi"
Trigger236 = Enemy,AuthorName ="suika_no_otto"&& Enemynear,Name ="melty_magic_tenko"
Trigger237 = Enemy,AuthorName ="frule"&& Enemynear,Name ="EFZaya"
Trigger238 = Enemy,AuthorName = "gu" && Enemynear,Name ="Arrange_Yukari"
Trigger239 = Enemy,AuthorName ="nadeshiko" && Enemynear,Name ="Reimu Hakurei"
Trigger240 = Enemy,AuthorName ="cabbage"&& Enemynear,Name ="Kanako Yasaka2"
Trigger241 = Enemy,AuthorName ="hekira"&& Enemynear,Name ="Hong Meirin"
Trigger242 = Enemy,AuthorName ="suika_no_otto" && Enemynear,Name ="Arima_Meirin"
Trigger243 = Enemy,AuthorName = "GATT" && Enemynear,Name = "Chu-goku"
Trigger244 = Enemynear,Name = "Ika musume"
Trigger245 = Enemy,AuthorName = "Aotsuki"&& Enemynear,Name = "Hong_Meirin"
Trigger246 = Enemy,AuthorName = "Daiya(Diamond)"&& Enemynear,Name = "Hong Meirin"
Trigger247 = Enemy,AuthorName = "SUI"  && Enemynear,Name = "MegaMari_chuugoku"
trigger248 = Enemynear,Name = "toramaru"
trigger249 = Enemynear,Name = "Nazrin"
trigger250 = Enemynear,Name = "BSREIMU"
trigger251 = Enemynear,name = "Kai"

[State 191];嬉しいな〜3
type = ChangeState
value = 198
triggerall = Time = 0
trigger1 = (EnemyNear,Name = "Hibiki Takane")
trigger2 = (EnemyNear,Name = "Athena Asamiya")
trigger3 = (EnemyNear,Name = "xi_yuri")
trigger4 = (EnemyNear,Name = "nakoruruss0")
trigger5 = (EnemyNear,Name = "rimururu")
trigger6 = (EnemyNear,Name = "Rera")
trigger7 = (EnemyNear,Name = "Tin's Shiki")
trigger8 = (EnemyNear,Name = "Iroha")
trigger9 = (EnemyNear,Name = "Chun-Li")
trigger10 = (EnemyNear,Name = "Mai Shiranui")
trigger11 = (EnemyNear,Name = "cvsyoko")
trigger12 = (EnemyNear,Name = "kunagi tenrou")
trigger13 = (EnemyNear,Name = "momoko")
trigger14 = (EnemyNear,Name = "cvsjill")
trigger15 = (EnemyNear,Name = "chise")
trigger16 = (EnemyNear,Name = "HATSUNE MIKU")
trigger17 = (EnemyNear,Name = "Tifa Lockhart")
trigger18 = (EnemyNear,Name = "White Len")
trigger19 = (EnemyNear,Name = "Meer Campbel")
trigger20 = (EnemyNear,Name = "Sakura Kinomoto")
trigger21 = (EnemyNear,Name = "tsuruya-san")
trigger22 = (EnemyNear,Name = "senna kyoudou")
trigger23 = (EnemyNear,Name = "Reas")
trigger24 = (EnemyNear,Name = "tiki")
trigger25 = (EnemyNear,Name = "Vanilla H")
trigger26 = (EnemyNear,Name = "saya")
trigger27 = (EnemyNear,Name = "Morrigan Aensland")
trigger28 = (EnemyNear,Name = "Felicia")
trigger29 = (EnemyNear,Name = "Reimu_Hakurei")
trigger30 = (EnemyNear,Name = "Marisa Kirisame")
trigger31 = (EnemyNear,Name = "Yuyuko_Saigyouji")
trigger32 = (EnemyNear,Name = "Youmu_Konpaku")
trigger33 = (EnemyNear,Name = "Yukari_Yakumo")
trigger34 = (EnemyNear,Name = "Remilia_Scarlet")
trigger35 = (EnemyNear,Name = "Patchouli_Knowledge")
trigger36 = (EnemyNear,Name = "Sakuya_Izayoi")
trigger37 = (EnemyNear,Name = "Hong_Meirin")
trigger38 = (EnemyNear,Name = "Aya_Syameimaru")
trigger39 = (EnemyNear,Name = "Suika_Ibuki")
trigger40 = (EnemyNear,Name = "Iku_Nagae")
trigger41 = (EnemyNear,Name = "Reisen Udongein Inaba")
trigger42 = (EnemyNear,Name = "udon")
trigger43 = (EnemyNear,Name = "dizzy")
trigger44 = (EnemyNear,Name = "baiken")
trigger45 = (EnemyNear,Name = "jam")
trigger46 = (EnemyNear,Name = "MAY")
trigger47 = (EnemyNear,Name = "millia")
trigger48 = (EnemyNear,Name = "A.B.A")
trigger49 = (EnemyNear,Name = "Rin")
trigger50 = (EnemyNear,Name = "Android 18")
trigger51 = (EnemyNear,Name = "miku")
trigger52 = (EnemyNear,Name = "Hisui")
trigger53 = (EnemyNear,Name = "Kohaku")
trigger54 = (EnemyNear,Name = "Eruru")
trigger55 = (EnemyNear,Name = "eeirin")
trigger56 = (EnemyNear,Name = "removed")
trigger57 = (EnemyNear,Name = "Vanessa")
trigger58 = (EnemyNear,Name = "Arcueid Brunestud")
trigger59 = (EnemyNear,Name = "Akaitsuki")
trigger60 = (EnemyNear,Name = "Neco-Arc")
trigger61 = (EnemyNear,Name = "Nico")
trigger62 = (EnemyNear,Authorname = "Nachel")
trigger63 = (EnemyNear,Name = "Flandre_Scarlet")
trigger64 = (EnemyNear,Authorname = "YU-TOHARU")
value = 1000

[State 191];嬉しいな〜4
type = ChangeState
value = 198
triggerall = Time = 0
trigger1 = EnemyNear,name = "Aya Syameimaru"
trigger2 = Enemynear,name = "EFZaya"
trigger3 = Enemynear,name = "Marisa Kirisame"
trigger4 = EnemyNear,name = "Alice_Margatroid"
trigger5 = EnemyNear,name = "Aya_Syameimaru"
trigger6 = EnemyNear,name = "Sakuya_Izayoi"
trigger7 = EnemyNear,name = "Sakuya Izayoi"
trigger8 = EnemyNear,name = "Patchouli"
trigger9 = EnemyNear,name = "Patchouli_Knowledge"
trigger10 = EnemyNear,name = "Alice Margatroid"
trigger11 = EnemyNear,name = "Reisen Udongein Inaba"
trigger12 = EnemyNear,name = "Iku_Nagae"
trigger13 = EnemyNear,name = "Reisen U Inaba"
trigger14 = EnemyNear,name = "Sakuya OS"
trigger15 = EnemyNear,name = "Hisouten_Patchouli"
trigger16 = EnemyNear,name = "Patchouli_SWR"
trigger17 = EnemyNear,name = "Sanae Kotiya"
trigger18 = EnemyNear,name = "Sakuya_SWR"
trigger19 = EnemyNear,name = "Saku"
trigger20 = EnemyNear,name = "yukkuri"
trigger21 = EnemyNear,name = "yuyuyukkuriri"
trigger22 = EnemyNear,name = "siteittene"
trigger23 = EnemyNear,name = "tank-reimu"
trigger24 = EnemyNear,name = "yukkuriyukari"
trigger25 = EnemyNear,name = "yukkuriyukarin"
trigger26 = EnemyNear,name = "yukkurisiteittene!"
trigger27 = EnemyNear,name = "Tenshi Hinanai"
trigger28 = EnemyNear,name = "AbaReimu"
trigger29 = EnemyNear,name = "ccreimu"
trigger30 = EnemyNear,name = "hakureimu"
trigger31 = EnemyNear,name = "Reimu_Hakurei"
trigger32 = EnemyNear,name = "reimu"
trigger33 = EnemyNear,name = "ONI-MIKO-REIMU"
trigger34 = enemynear,name = "Eirin Yagokoro"
trigger35 = enemynear,name = "eirin"
trigger36 = enemynear,name = "InuSakuya"
trigger37 = enemynear,name = "Cirno"
trigger38 = enemynear,name = "eiki"
trigger39 = enemynear,name = "KAGUYA HOURAISAN"
trigger40 = enemynear,name = "Chirno"
trigger41 = EnemyNear,name = "SakuyaEX"
trigger42 = EnemyNear,name = "rider-fsd"
trigger43 = EnemyNear,name = "saber"
trigger44 = EnemyNear,name = "Suwako_Moriya"
trigger45 = EnemyNear,name = "Mature"
trigger46 = EnemyNear,name = "Vice"
trigger47 = EnemyNear,name = "Vice_CVS"
trigger48 = EnemyNear,name = "MegaMari"
trigger49 = EnemyNear,name = "sounanoka"
trigger50 = EnemyNear,name = "HAKUREI"
trigger51 = EnemyNear,name = "Rinnosuke"
trigger52 = EnemyNear,name = "Patchouli Knowledge"
trigger53 = EnemyNear,name = "furude_rika"
trigger54 = EnemyNear,name = "rena_lv5"
trigger55 = EnemyNear,name = "ryuuguu rena"
trigger56 = EnemyNear,name = "ryugu"
trigger57 = EnemyNear,name = "sonozaki mion"
trigger58 = EnemyNear,name = "Hojo Satoko"
trigger59 = EnemyNear,name = "melty_magic_tenko"
trigger60 = EnemyNear,name = "yukkurisiteittene!"
trigger61 = EnemyNear,name = "Lei-Lei"
trigger62 = EnemyNear,name = "Sonozaki_Mion"
trigger63 = EnemyNear,name = "Nanoha_Takamachi"
trigger64 = EnemyNear,name = "Nanoha"
trigger65 = EnemyNear,name = "kagamin"
trigger66 = EnemyNear,name = "fate"
trigger67 = EnemyNear,name = "LENALEE-MVC"
trigger68 = EnemyNear,name = "kagami" && EnemyNear,Authorname = "Yogoreneko"
trigger69 = EnemyNear,name = "Nagato Yuki"
trigger70 = EnemyNear,name = "Yuki Nagato"
trigger71 = EnemyNear,name = "nagato"
trigger72 = EnemyNear,name = "MikuMikuDance"
trigger73 = EnemyNear,name = "MegaMari_sukima"
trigger74 = EnemyNear,name = "J_cirno"
trigger75 = EnemyNear,name = "kotonoha katsura"
trigger76 = EnemyNear,name = "Saionzi Sekai"
trigger77 = EnemyNear,name = "Hong_Meiling_Smash_Remix"
trigger78 = EnemyNear,name = "Hong_Meiling_Brawl_Remix"
trigger79 = EnemyNear,name = "Komachi_Smash_Remix"
trigger80 = EnemyNear,name = "Ibuki_Suika"
trigger81 = EnemyNear,name = "MP-Suika"
trigger82 = EnemyNear,name = "Suika_Ibuki"
trigger83 = EnemyNear,name = "Suika Ibuki"
trigger84 = EnemyNear,name = "Fullmoon_Suika"
trigger85 = EnemyNear,name = "Youmu_Konpaku"
trigger86 = EnemyNear,name = "YoumuSS"
trigger87 = EnemyNear,name = "PAULA"
trigger88 = EnemyNear,name = "DQ5-daughter"
trigger89 = EnemyNear,name = "Yo-Jo"
trigger90 = EnemyNear,name = "Super Sailor Chibi Moon"
trigger91 = EnemyNear,name = "alice" && partner,Authorname = "nyo"
trigger92 = EnemyNear,name = "Ecoco"
trigger93 = EnemyNear,name = "wagahai"
trigger94 = EnemyNear,name = "Unknown" && partner,Authorname = "586"
trigger95 = EnemyNear,name = "UNKNOWN" && partner,Authorname = "hanma"
trigger96 = EnemyNear,name = "UNKNOWN" && partner,Authorname = "kuri"
trigger97 = EnemyNear,name = "waha-"
trigger98 = EnemyNear,name = "rumia"
trigger99 = EnemyNear,name = "cirno"
trigger100 = EnemyNear,name = "michiru"
trigger101 = EnemyNear,name = "Aruru" && EnemyNear,Authorname = "AOHIGE"
trigger102 = EnemyNear,name = "Medicine Melancholy"
trigger103 = EnemyNear,name = "Youki-so-Suika"
trigger104 = EnemyNear,name = "SilverChariot_Youmu"
trigger105 = EnemyNear,name = "Chibi Suika"
trigger106 = EnemyNear,name = "Youmu_K"
trigger107 = EnemyNear,name = "BarningCirno"
trigger108 = EnemyNear,name = "saruno"
trigger109 = EnemyNear,name = "chise"
trigger110 = EnemyNear,name = "Chiseex"
trigger111 = EnemyNear,name = "tsukasa"
trigger112 = EnemyNear,name = "Tenshi Hinanai"
trigger113 = EnemyNear,name = "tenshi"
trigger114 = EnemyNear,name = "tenshi_rei"
trigger115 = EnemyNear,name = "Hinanai_Tenshi"
trigger116 = EnemyNear,name = "Tenshi_K"
trigger117 = EnemyNear,name = "Flonne"
trigger118 = EnemyNear,name = "th01 Reimu"
trigger119 = EnemyNear,name = "AbaReimu"
trigger120 = EnemyNear,name = "ccreimu"
trigger121 = EnemyNear,name = "Reimu_SWR"
trigger122 = EnemyNear,name = "Reimu_Hakurei"
trigger123 = EnemyNear,name = "89006"
trigger124 = EnemyNear,name = "Tamiflu Miko"
trigger125 = EnemyNear,name = "reimu"
trigger126 = EnemyNear,name = "Maori"
trigger127 = EnemyNear,name = "mizuki" && EnemyNear,Authorname = "ali"
trigger128 = EnemyNear,name = "Rasyouzin Miduki"
trigger129 = EnemyNear,name = "senna kyoudou"
trigger130 = EnemyNear,name = "SENNA"
trigger131 = EnemyNear,name = "KYOUDOU SENNA"
trigger132 = EnemyNear,name = "Yuki_a"
trigger133 = EnemyNear,name = "Yuki By Third"
trigger134 = EnemyNear,name = "yuki" && EnemyNear,Authorname = "エス"
trigger135 = EnemyNear,name = "rimururu"
trigger136 = EnemyNear,name = "Yami_miko"
trigger137 = EnemyNear,name = "Reimu_Scarlet"
trigger138 = EnemyNear,name = "Rimururu-Rufuhi Kamui"
trigger139 = EnemyNear,name = "Reimu Hakurei"
trigger140 = EnemyNear,name = "Wind-SE"
trigger141 = EnemyNear,name = "caster-mini"
trigger142 = EnemyNear,name = "Ride-R"
trigger143 = EnemyNear,name = "Iku_Nagae"
trigger144 = EnemyNear,name = "EFZiku"
trigger145 = EnemyNear,name = "ikusan"
trigger146 = EnemyNear,name = "ikusan_juda"
trigger147 = EnemyNear,name = "HAKUREI" && EnemyNear,Authorname = "Nachel_Arrange_By_RockMARISA"
trigger148 = EnemyNear,name = "Hong Meilin" && EnemyNear,Authorname = "barai"
trigger149 = EnemyNear,name = "hakureimu"
trigger150 = EnemyNear,name = "Rumia"

[State 191];嬉しいな〜5
type = ChangeState
value = 198
triggerall = Time = 0
Trigger1 = EnemyNear,name = "Akari Ichijo"
Trigger2 = EnemyNear,name = "Arina"
Trigger3 = EnemyNear,name = "Ayu Tukimiya"
Trigger4 = EnemyNear,name = "Baiken"
Trigger5 = EnemyNear,name = "Baby Bonnie Hood"
Trigger6 = EnemyNear,name = "Chizuru Kagura"
Trigger7 = EnemyNear,name = "Dark Chun Li"
trigger8 = EnemyNear,name = "Di Gi Charat"
trigger9 = EnemyNear,name = "Hibiki Takane"
trigger10 = EnemyNear,name = "Roomi"
trigger11 = EnemyNear,name = "B.Jenet"
trigger12 = EnemyNear,name = "Juli"
trigger13 = EnemyNear,name = "Kasumi Todo"
trigger14 = EnemyNear,name = "King"
trigger15 = EnemyNear,name = "Q-Bee"
trigger16 = EnemyNear,name = "Lilith"
trigger17 = EnemyNear,name = "Li Xiang Fei"
trigger18 = EnemyNear,name = "Mai Kawasumi"
trigger19 = EnemyNear,name = "Manami Kusunoki"
trigger20 = EnemyNear,name = "Mariah"
trigger21 = EnemyNear,name = "hory marlu"
trigger22 = EnemyNear,name = "Millia Rage"
trigger23 = EnemyNear,name = "Leona"
trigger24 = EnemyNear,name = "Sayuri Kurata"
trigger25 = EnemyNear,name = "Yuki"
trigger26 = EnemyNear,name = "Yuri Sakazaki"
trigger27 = EnemyNear,name = "Whip"
trigger28 = EnemyNear,name = "Misaki Kawana"
trigger29 = EnemyNear,name = "LeiLei"
trigger30 = EnemyNear,name = "Kung Fu girl"
trigger31 = EnemyNear,name = "Karin Kanzuki"
trigger32 = EnemyNear,name = "Hotaru Futaba"
trigger33 = EnemyNear,name = "Zero Hotaru"
trigger34 = EnemyNear,name = "Chise"
trigger35 = EnemyNear,name = "Mai Siranui"
trigger36 = EnemyNear,name = "Yuka Takeuchi"
trigger37 = EnemyNear,name = "Tamao Miturugi"
trigger38 = EnemyNear,name = "Erina Goldsmith"
trigger39 = EnemyNear,name = "Jun Kubota"
trigger40 = EnemyNear,name = "Saki"
trigger41 = EnemyNear,name = "Hyuuga A Akiko"
trigger42 = EnemyNear,name = "Rogue"
trigger43 = EnemyNear,name = "Rose"
trigger44 = EnemyNear,name = "Chun"
trigger45 = EnemyNear,name = "lilin"
trigger46 = EnemyNear,name = "Morrigan"
trigger47 = EnemyNear,name = "Rumi Nanase"
trigger48 = EnemyNear,name = "Yagumo"
trigger49 = EnemyNear,name = "Tesse"
trigger50 = EnemyNear,name = "Cammy"
trigger51 = EnemyNear,name = "Rimururu"
trigger52 = EnemyNear,name = "Kula"
trigger53 = EnemyNear,name = "Hinako Shijo"
trigger54 = EnemyNear,name = "Asasd"
trigger55 = EnemyNear,name = "Satomi Yajima"
trigger56 = EnemyNear,name = "Storm"
trigger57 = EnemyNear,name = "Juni"
trigger58 = EnemyNear,name = "Ryuho"
trigger59 = EnemyNear,name = "Vanessa"
trigger60 = EnemyNear,name = "NewAkari"
trigger61 = EnemyNear,name = "Charlotte"
trigger62 = EnemyNear,name = "Onpu Segawa"
trigger63 = EnemyNear,name = "Mana"
trigger64 = EnemyNear,name = "Riguria Izenhowar"
trigger65 = EnemyNear,name = "Kung Fu Mako"
trigger66 = EnemyNear,name = "Jam Kuradoberli"
trigger67 = EnemyNear,name = "Dizzy"
trigger68 = EnemyNear,name = "Kurenai"
trigger69 = EnemyNear,name = "Foxy"
trigger70 = EnemyNear,name = "Angel"
trigger71 = EnemyNear,name = "May Lee"
trigger72 = EnemyNear,name = "Makoto Sawatari"
trigger73 = EnemyNear,name = "Akane Satomura"
trigger74 = EnemyNear,name = "Reimi Jyahana"
trigger75 = EnemyNear,name = "Chiho Masuda"
trigger76 = EnemyNear,name = "White Len"
trigger77 = EnemyNear,name = "Raiya Mikazuchi"
trigger78 = EnemyNear,name = "Moe Habana"
trigger79 = EnemyNear,name = "Wapiko"
trigger80 = EnemyNear,name = "Myuu"
trigger81 = EnemyNear,name = "Roll"
trigger82 = EnemyNear,name = "Fio"
trigger83 = EnemyNear,name = "Psylocke"
trigger84 = EnemyNear,name = "Annie Murakami"
trigger85 = EnemyNear,name = "Arcueid Brunestud"
trigger86 = EnemyNear,name = "Cassandra Murata"
trigger87 = EnemyNear,name = "Lynn Baker"
trigger88 = EnemyNear,name = "Nayuki Minase"
trigger89 = EnemyNear,name = "Pupa Salgueiro"
trigger90 = EnemyNear,name = "Sonia Romanenko"
trigger91 = EnemyNear,name = "Hiel"
trigger92 = EnemyNear,name = "Alice Carroll"
trigger93 = EnemyNear,name = "Vanilla H"
trigger94 = EnemyNear,name = "Akiha Tohno"
trigger95 = EnemyNear,name = "Isabeau"
trigger96 = EnemyNear,name = "Kei Nanasawa"
trigger97 = EnemyNear,name = "Sakura Kinomoto"
trigger98 = EnemyNear,name = "CIEL(ELEICIA)"
trigger99 = EnemyNear,name = "Sion Eltnam Atlasia"
trigger100 = EnemyNear,name = "Uzuki"
trigger101 = EnemyNear,name = "Kohaku"
trigger102 = EnemyNear,name = "Kanna"
trigger103 = EnemyNear,name = "Miyako Arima"
trigger104 = EnemyNear,name = "Monako Ogura"
trigger105 = EnemyNear,name = "Monami Ogura"
trigger106 = EnemyNear,name = "Kano Kirishima"
trigger107 = EnemyNear,name = "Megumi Shinigami"
trigger108 = EnemyNear,name = "Hisui"
trigger109 = EnemyNear,name = "Mech Hisui"
trigger110 = EnemyNear,name = "Hime Kawano"
trigger111 = EnemyNear,name = "Celsius"
trigger112 = EnemyNear,name = "AL AZIF"
trigger113 = EnemyNear,name = "Mary Deiyon"
trigger114 = EnemyNear,name = "Minis Mahn"
trigger115 = EnemyNear,name = "Minagi Tohno"
trigger116 = EnemyNear,name = "Anny"
trigger117 = EnemyNear,name = "Clara"
trigger118 = EnemyNear,name = "Hikaru"
trigger119 = EnemyNear,name = "Hisui & Kohaku"
trigger120 = enemynear,name = "Taiga&Buruma"
trigger121 = enemynear,name = "Yakumo Yukari"
trigger122 = enemynear,name = "Yukari_Yakumo"
trigger123 = enemynear,name = "Yukari Yakumo"
trigger124 = enemynear,name = "Sakuya Shadow Brando"
trigger125 = enemynear,name = "Final_Sakuya"
trigger126 = enemynear,name = "BurningCirno"
trigger127 = enemynear,name = "yorihime"
trigger128 = enemynear,name = "Utsuho_K"
trigger129 = enemynear,name = "Tenshi_K"
trigger130 = enemynear,name = "Tenko"
trigger131 = enemynear,name = "nitori"
trigger132 = enemynear,name = "momizi"
trigger133 = enemynear,name = "mokou"
trigger134 = enemynear,name = "melty_magic_tenko"
trigger135 = enemynear,name = "Komachi Onoduka"
trigger136 = enemynear,name = "Iku_Nagae"
trigger137 = enemynear,name = "Kotiya_Sanae"
trigger138 = enemynear,name = "Chen"
trigger139 = enemynear,name = "lunasa"
trigger140 = enemynear,name = "keine"
trigger141 = enemynear,name = "hina"
trigger142 = enemynear,name = "Kanako_Yasaka"
trigger143 = enemynear,name = "Kanako_Yasaka_RP"
trigger144 = enemynear,name = "Yuyuko Saigyouji"
trigger145 = enemynear,name = "mystia"
trigger146 = enemynear,name = "yugi"
trigger147 = enemynear,name = "reisen"
trigger148 = enemynear,name = "Master China"
trigger149 = enemynear,name = "Akiha_Vermilion"
trigger150 = enemynear,name = "Ciel"
trigger151 = Enemynear,name = "Ika musume"

[State 191]
type = ChangeState
value = 192
trigger1 = Time = 1
trigger1 = Random <= 250

[State 191]
type = ChangeState
value = 193
trigger1 = Time = 1
trigger1 = Random <= 250

[State 191]
type = ChangeState
value = 194
trigger1 = Time = 1
trigger1 = Random <= 250

[State 191]
type = ChangeState
value = 19909
trigger1 = Time = 1
trigger1 = Random <= 250

[State 191, アニメ変更] ;画面フェードインの間だけアニメーションを繰り返し、止まっているように見せています
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

[State 191, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1900, 0

[State 191, ヘルパーを出す]
type = Helper
trigger1 = !ishelper
trigger1 = Time = 1
Persistent = 0
name = "donaldgirl"  ;ヘルパーの名前
stateno = 1920       ;ヘルパーが最初に行くステート
ID = 1920            ;ヘルパーのＩＤナンバー
pos = -15,0          ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.5    ;ヘルパーの横のサイズ
size.yscale = 0.5    ;ヘルパーの縦のサイズ
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 ;common1.cns参照
;---------------------------------------------------------------------------
[Statedef 1920]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 192
SprPriority = 5

[State 1920, キャラ本体に引っ付く位置]
type = BindToRoot
trigger1 = Time = 2
pos = -15,0

[State 1920, キャラ本体に引っ付く位置]
type = BindToRoot
trigger1 = Time = 3
pos = -15,0

[State 1920, ステート変更]
type = ChangeState
trigger1 = time = 70
value = 1930
;---------------------------------------------------------------------------
[Statedef 1930]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 193
SprPriority = 5
velset   = -13,-14

[State 1930, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .45

[State 1930, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
; INTRO Ronald
[Statedef 1990]
type = S
ctrl = 0
anim = 1998
velset = 0,0

[State 196, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 196, ステート変更]
type = ChangeState
trigger1 = enemynear,animelem = 11
trigger1 = enemynear,name = "Donald"
trigger1 = enemynear,authorname = "kishio&Donalddesu"
trigger2 = enemynear,name = "Donald"
trigger2 = enemynear,authorname = "kishio"
trigger2 = enemynear,stateno = 0
value = 1991

;---------------------------------------------------------------------------
; INTRO Ronald
[Statedef 1991]
type = S
ctrl = 0
anim = 1997
velset = 0,0

[State 196, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 196, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 17
trigger10 = animelem = 20
trigger11 = animelem = 121
trigger12 = animelem = 22
trigger13 = animelem = 123
trigger14 = animelem = 24
trigger15 = animelem = 125
trigger16 = animelem = 26
trigger17 = animelem = 127
trigger18 = animelem = 28
trigger19 = animelem = 129
trigger20 = animelem = 30
trigger21 = animelem = 131
trigger22 = animelem = 32
trigger23 = animelem = 34
trigger24 = animelem = 35
trigger25 = animelem = 136
value = 284, 3
volume = 225

[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 35
value = 5, 4
[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 36
value = 1040,7
[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 36
value = 1020,1
[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 36
value = 284, 4
[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 36
value = 284, 5

[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 35
value = 120, 0
volume = -155
[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 35
value = 120, 1
volume = -155
[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 35
value = 120, 2
volume = -155
[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 35
value = 120, 3
volume = -155

[State 3501]
type = EnvShake
trigger1 = animelem = 35
time = 30
freq = 100
ampl = 10

[State 3501,00]
type = AllPalFx
trigger1 = animelem = 35
add = 200,50,50
sinadd = 10, 10, 10
time = 5

[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 37
value = 3000, 1

[State 196, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
; INTRO Dark VS Shadow
[Statedef 1999]
type = S
ctrl = 0
anim = 1999
velset = 0,0

[State 196, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = invisible
flag3 = nomusic

[State 196, 音を鳴らす];music
type = PlaySnd
trigger1 = time = 0
value = 11, 12
volume = 255

[State 196, 音を鳴らす];Donald over crazy about Fu-Ran-Doh-Ruuuuuuuuuuuu
type = PlaySnd
trigger1 = time = 0
value = 9999, 10
volume = 255

[State 196, ステート変更]
type = ChangeState
trigger1 = time = 480
value = 19999 

;common1.cns参照----------------------------------------------
; INTRO Dark VS Shadow - coming...
[Statedef 19999]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 196, 音を鳴らす]
type = PlaySnd
trigger1 = time = 20
value = 5555, 9

[State 196, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro 
flag2 = nomusic

[State 1050, 1]
type = sprpriority
Trigger1 = Time >= 0 
value = -2 
supermove = 1

[State 191, 4]
type = VarSet
trigger1 = Time = 0
var(29) = 0

[State 191, 4]
type = VarAdd
trigger1 = Time != 0
trigger1 = time = [10,46]
trigger1 = time % 3 = 0
v = 29
value = 1

[state 185,透過]
type = trans
trigger1 = time <= 66
trans = addalpha
alpha = (0 + (var(29)*25)),(250 - (var(29)*25))
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 196, ステート変更]
type = ChangeState
trigger1 = time = 100
value = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（ドナルドの噂）
[Statedef 192]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 1950
velset = 0,-4.1

[State 192, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 10
value = 1900, 1

[State 192, 速度加算]
type = VelAdd
trigger1 = Time >= 50
y = .45

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0


[State 192]
type = ChangeState
trigger1 = Time >= 90
value = 1951
;---------------------------------------------------------------------------
[Statedef 1951]
type = S
ctrl = 0
anim = 1951
velset = 0,0

[State 1951, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1952
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 1952]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 1952, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

[State 1952, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（スタイリッシュドナルド）
[Statedef 193]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 4800
velset = 0,0

[State 193, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 1900, 2

[State 193, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1900, 3

[State 193, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（この本前に読んだな）
[Statedef 194]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = ifelse(random<500,196,194)
velset = 0,0

[State 194, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 194
trigger1 = Time = 20
value = 1900, 4

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 196
trigger1 = Time = 10
value = 1900, 6

[State 194, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; イントロ（この本前に読んだな）
[Statedef 195]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 195
poweradd = 1000
velset = 0,0

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1900, 4

[State 194, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（対カーネル）
[Statedef 197]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 197
velset = 0,0

[State -3,]
type = Varset
trigger1 = 1
v = 6
value = 0

[State 194, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1111, 0

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3000, 1

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 5000, 0

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1900, 5

[State 194, 黒ドナルドゲージ回復]
type = poweradd
trigger1 = AnimElem = 14
value = 3000

[State 194, 黒ドナルドライフ回復]
type = lifeadd
trigger1 = AnimElem = 2
value = -1500
kill = 0

[State 194, 黒ドナルドライフ回復]
type = lifeadd
trigger1 = AnimElem = 14
value = 9999

[State 194, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;INTRO Touhou/Vocaloid
[Statedef 198]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 198
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 427, 464
channel = -1

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 464, 427
channel = -1

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;INTRO Cirno
[Statedef 1980]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 1980
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9, 0
volume = 999999999
channel = 4

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;Extra Intro: Warp in...
[Statedef 199]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 199
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = 8888, 0

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = 1900, 10

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;Extra Intro: Nothing...
[Statedef 19909]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 9020
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ステート変更]
type = ChangeState
trigger1 = enemynear,stateno = 0
trigger1 = time >= 50
trigger2 = time = 1000
trigger3 = enemynear,name = "The Burger King"
trigger3 = time = 20
value = 199
;---------------------------------------------------------------------------
; ここからは通常攻撃技のステート
;---------------------------------------------------------------------------
; 立ち弱

[Statedef 200]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 1                     ;攻撃を当てた時に溜まるジャグルポイントの設定
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 200                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;パワーゲージの増加量を設定
sprpriority = 2                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State -3,弱から中]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=enemynear,StateType = A
TriggerAll=enemynear,moveType = H
TriggerAll=enemynear,vel Y <= 0
TriggerAll=(P2BodyDist X=[-5,40])
TriggerAll=(P2BodyDist Y<=-60)
TriggerAll=random<=500
Trigger1 = helper(1900),movehit
Value    = ifelse(random<500,40,1050)

[State 200, ヒット定義]
type = hitDef                    ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = AnimElem = 3
attr = S, NA                     ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）
damage = 20, 1                   ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light                 ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp (デフォルト：Light)
guardflag = MA                   ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（現在はMiddleAir（全部ガードされます））
hitflag = MAF                    ;相手がどの状態の時で攻撃を当てられるかを決めます（現在はMiddleAirFall（立ち・しゃがみ・空中・やられ落下））
priority = 3, Hit                ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 12, 12               ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = 0                      ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = 40               ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -80               ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s1, 0                 ;ヒットサウンド（PlaySndと同じやり方）
guardsound = 6, 0                ;ガードサウンド（PlaySndと同じやり方）
ground.type = High               ;当たった時の地上の相手のアニメの属性: High, Low, Trip (デフォルト：High)
ground.slidetime = 5             ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 12             ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -4,0           ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -1.9,-.8     ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = High                  ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -1.4,-3           ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 12                 ;当たった時の空中の相手のやられ状態の時間
fall.recovertime = 18

fall.recovertime = 18

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 0

[State 200,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, 4]
type = CtrlSet
trigger1 = movecontact
value = 1


;★４：ステートナンバー０は通常立ちステートなので、特殊なものでない限り
;　　　攻撃が終わればコントロール可能にしておく必要があります。
;---------------------------------------------------------------------------
; 立ち中

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
anim = 210
sprpriority = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (3) < 0)
value = 35,0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 1


[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30,2
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recovertime = 24

[State 210, アニメ変更]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1 ;1にすれば攻撃が当たった時の硬直時間を無視してステートコントローラが有効になります。★５
persistent = 0 ;1以上にすればこのステートコントローラの効果がそのステート内でその数値（時間）置きに持続しますが、現在は0なので持続しません。★５
value = 210
elem = 6

[State 210, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 立ち強1
; CNS レベル: 基本

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 42
ctrl = 0
anim = 230
sprpriority = 2

[State 230, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 2

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 20,1
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -5,-80
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -1
air.velocity = -2.5,9.5
envshake.time = 15           ;ヒットした時に画面を揺らす時間
envshake.ampl = 3            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
air.fall = 1
fall.recovertime = 30

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 25,2
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-37
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -5
air.velocity = -2.5,9.5
envshake.time = 15           ;ヒットした時に画面を揺らす時間
envshake.ampl = 3            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
air.fall = 1
fall.recovertime = 30

[State 230,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 230, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 立ち強2
; CNS レベル: 基本

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 55
ctrl = 0
anim = 240
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 3

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 345, 0

[State 240, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 240, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Back
damage    = 80,4
guardflag = M
pausetime = 20,22
gurad.pausetime = 15,15
sparkno = 3
sparkxy = -10,-60
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 16
ground.velocity = -13,-4
air.velocity = -13,-4
guard.velocity = -5
airguard.velocity = -8,-3
envshake.time = 25           ;ヒットした時に画面を揺らす時間
envshake.ampl = 7            ;ヒットした時の画面の振幅
envshake.freq = 176          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 240,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 前強攻撃

[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
anim = 250
sprpriority = 2

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 7
value = 0, 1

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 6, 5

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 345, 0

[State 250, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 24,1
guardflag = MA
pausetime = 10,10
sparkno = 2
sparkxy = -10,-80
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -5,4
envshake.time = 25           ;ヒットした時に画面を揺らす時間
envshake.ampl = 7            ;ヒットした時の画面の振幅
envshake.freq = 176          ;ヒットした時に画面が揺れる速度
air.fall = 1
fall.recover = 0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 24,1
guardflag = MA
pausetime = 10,10
sparkno = 2
sparkxy = -7,-60
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2
air.velocity = -5,4
envshake.time = 25           ;ヒットした時に画面を揺らす時間
envshake.ampl = 7            ;ヒットした時の画面の振幅
envshake.freq = 176          ;ヒットした時に画面が揺れる速度
air.fall = 1
fall.recover = 0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 24,1
guardflag = MA
pausetime = 10,10
sparkno = 2
sparkxy = -4,-40
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -5,4
envshake.time = 25           ;ヒットした時に画面を揺らす時間
envshake.ampl = 7            ;ヒットした時の画面の振幅
envshake.freq = 176          ;ヒットした時に画面が揺れる速度
air.fall = 1
fall.recover = 0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = 24,1
guardflag = MA
pausetime = 20,20
sparkno = 3
sparkxy = -3,-10
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -9,9
envshake.time = 25           ;ヒットした時に画面を揺らす時間
envshake.ampl = 7            ;ヒットした時の画面の振幅
envshake.freq = 176          ;ヒットした時に画面が揺れる速度
air.fall = 1
fall.recover = 0

[State 250,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 250, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 250, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; しゃがみ弱

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 5

[State 400, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 13,1
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 11,12
sparkno = 0
sparkxy = -10,-42
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
air.hittime  = 12
ground.velocity = -1
air.velocity = -1,-0.1
down.velocity = -1,-0.1
down.hittime = 20
fall.recovertime = 22

[State 400,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; しゃがみ中

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 0

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 36,2
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -10,-55
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1,-2
down.velocity = 4,0
down.hittime = 20
fall.recovertime = 23

[State 410,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 410, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; しゃがみ強1
; CNS レベル: 基本

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 4

[State 430, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40,3
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 2
sparkxy = -10,-8
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 22
ground.velocity = -2
air.velocity = -1,-2
down.velocity = -2,0
down.hittime = 20
envshake.time = 15           ;ヒットした時に画面を揺らす時間
envshake.ampl = 3            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 430,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 430, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; しゃがみ強2

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 2

[State 440, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72,4
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 16,18
sparkno = 3
sparkxy = -5,-10
hitsound   = s1,4
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-9
air.velocity = -1.9,-9
down.velocity = -1.9,-9
down.hittime = 20
guard.velocity = -5
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recovertime = 30

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 440, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; ジャンプ弱

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5, 0

[State 600, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA ;Air, Normal Attacks（空中通常攻撃）
damage    = 16,1
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
priority = 3
pausetime = 7,8
sparkno = 0
sparkxy = -10,-58
hitsound   = s1,0
guardsound = 6,0
ground.type = High
slidetime = 5
hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-4
airguard.velocity = -2,-3
fall.recovertime = 20

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

[State 600, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; ジャンプ中
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 35,2
guardflag = HA
priority = 4
pausetime = 11,12
sparkno = 1
sparkxy = -10,-55
hitsound   = s1,2
guardsound = 6,0
animtype = Med
ground.type = High
slidetime = 17
hittime  = 20
ground.velocity = -5
air.velocity = -3,-6
airguard.velocity = -2,-3
fall.recovertime = 25

[State 610,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
;TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
;TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 610, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; ジャンプ強1

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 630, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50,3
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 2
sparkxy = -5,-35
hitsound   = s1,3
guardsound = 6,0
ground.type = High
slidetime = 6
hittime  = ifelse(EnemyNear,GethitVar(hitcount) >= 15,10,30)
ground.velocity = -4
air.velocity = -4,12
envshake.time = 15           ;ヒットした時に画面を揺らす時間
envshake.ampl = 3            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall.recovertime = 40

[State 630,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 630, 4]
type = CtrlSet
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; ジャンプ強2

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, ヒットバック]
type = VelSet
trigger1 = 1
trigger1 = movecontact
trigger1 = Vel X >= 0
Trigger1=EnemyNear,BackEdgeBodyDist <= 0 || EnemyNear,FrontEdgeBodyDist <= 0 
Trigger1=P2BodyDist X=[0,80]
trigger1 = HitShakeOver
x = -0.1 - (EnemyNear,GethitVar(hitcount) * 0.1)

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 5, 3

[State 640, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 640, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 70,4
guardflag = HA
hitflag = MAFDP
priority = 4
pausetime = 12,12
sparkno = 3
sparkxy = -10,-40
hitsound   = s1,4
guardsound = 6,0
animtype = Med
ground.type = High
slidetime = 20
hittime  = 30
ground.velocity = -9,-3
air.velocity = -9,-3
air.guardvelocity = -4,-3
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall.recovertime = 300

[State 640,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 640, 4]
type = CtrlSet
;trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 投げ掴みモーション

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1facing = ifelse(command = "holdfwd", 1, -1);攻撃が当たった時の自分の向き ★６
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 810       ;自分のステート変更
p2stateno = 820       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
fall.recover = 0             ;ヒットした時に相手が空中受け身を取れるかどうか（0=取れない・1=取れる）
fall.envshake.ampl = 6       ;ヒット後、相手が地面に着地した時の画面の振幅
fall.envshake.freq = 178     ;ヒット後、相手が地面に着地した時に画面が揺れる速度
fall.envshake.time = 15      ;ヒット後、相手が地面に着地した時に画面を揺らす時間

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 2

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 2
value = -1

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 810, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 1

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5, 6

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,30 ;前方の画面端を押す幅のみを変えています

[State 810, 掴んだ相手の位置２]
type = TargetBind
trigger1 = animelem = 2
pos = 8, -30

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = animelem = 3
pos = 0, 0

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 4
value = -1

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -100

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetPowerAdd
trigger1 = AnimElem = 3
value = -200

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 3
value = 821

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 7,-1
poweradd = 0

[State 821, 速度加算] ;重力
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 空中投げ掴みモーション

[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = A, NT          
;hitflag = A-          
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 4       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1facing = ifelse(command = "holdfwd", 1, -1);攻撃が当たった時の自分の向き ★６
p2facing = -1          ;攻撃が当たった時の相手の向き
p1stateno = 851       ;自分のステート変更
p2stateno = 855       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
fall.recover = 0             ;ヒットした時に相手が空中受け身を取れるかどうか（0=取れない・1=取れる）
fall.envshake.ampl = 6       ;ヒット後、相手が地面に着地した時の画面の振幅
fall.envshake.freq = 178     ;ヒット後、相手が地面に着地した時に画面が揺れる速度
fall.envshake.time = 15      ;ヒット後、相手が地面に着地した時に画面を揺らす時間

[State 850, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 640
ctrl = 0

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 851]
type    = A
movetype= A
physics = N
anim = 851
poweradd = 0
velset = 0,-8
sprpriority = 4
ctrl = 0

[State 851, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 6

[State 851, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .55

[State 851, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 851, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 15, -150

[State 851, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 855

[State 851, ステート変更] ;着地したら専用ステートに行きます
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 852
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 852]
type    = A
movetype= A
physics = N
anim = 852
velset = 0,0
poweradd = 60
sprpriority = 4
ctrl = 0

[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 1

[State 852]
type = EnvShake
trigger1 = AnimElem = 2
time = 50
freq = 100
ampl = 10

[State 852, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 852, 掴んだ相手の位置２]
type = TargetBind
trigger1 = animelem = 2
pos = 58, -30

[State 852, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -150

[State 852, 掴んだ相手の体力ゲージの増減]
type = TargetPowerAdd
trigger1 = AnimElem = 2
value = -400

[State 852, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 3
value = 856

[State 852, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,-8
ctrl = 0

[State 851, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 855, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .55

[State 855, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100
;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 856]
type    = L
movetype= H
physics = N
velset = 2,-7
poweradd = 40
ctrl = 0

[State 2120, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .45

[State 856, ステート変更]
type = ChangeState
triggerall = Vel Y > 0        ;★７
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;common1.cns参照

[State 856, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照
;---------------------------------------------------------------------------
[statedef 702]
Movetype = I
physics = N
Anim = 90000
poweradd = 150
ctrl = 0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
value = 0,-10

[State 100, 3]
type = AfterImage
trigger1 = Time = 0
time = 7
length = 7
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 80,80,80
palpostbright = 0,0,0
paladd = 50,10,25
palmul = .65,.65,.75
timegap = 1
trans = add1

[State 44304, STSS]
type = StateTypeSet
trigger1 = anim = 90000
StateType = A
ignorehitpause = 1

[State 44304, STSS]
type = StateTypeSet
trigger1 = anim = 90001
StateType = C
ignorehitpause = 1

[State 210, 物理的なキャラの幅]
type = playerpush
trigger1 = anim = 90001
value = 1

[State 184, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 2

[State 702]
type = playsnd
trigger1 = (anim = 90000) && (animelem = 1)
value = 8888,0

[State 702]
type = playsnd
trigger1 = time = 0
value = 1900,10

[State 702]
type = playsnd
trigger1 = (anim = 90000) && (animelem = 1)
value = 8888,1

;[state 702, 2]
;type = posadd
;trigger1 = (anim = 90000) && (animelem = 5)
;x = 300

[State 1200, 2]
type = Posset
trigger1 = (anim = 90000) && (animelem = 5)
trigger1 = facing = 1
x = enemynear,Pos x+150

[State 1200, 2]
type = Posset
trigger1 = (anim = 90000) && (animelem = 5)
trigger1 = facing = -1
x = enemynear,pos x-150

[State 702]
type = posset
trigger1 = pos y < 0
trigger1 = (anim = 90000) && (animelem = 5)
y = 0

[State 702]
type = turn
trigger1 = p2dist x < 0

[state 702]
type = changeanim
trigger1 = (anim = 90000) && (animelem = 5)
value = 90001

[state 702 ,5]
type = changestate
trigger1 = (anim = 90001) && (animelem = 5)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ掴みモーション Basher ground

[Statedef 835]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
Trigger1 = 1
damage = 10
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1facing = 1          ;攻撃が当たった時の自分の向き ★６
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 830       ;自分のステート変更
p2stateno = 840       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
fall.recover = 0             ;ヒットした時に相手が空中受け身を取れるかどうか（0=取れない・1=取れる）
fall.envshake.ampl = 6       ;ヒット後、相手が地面に着地した時の画面の振幅
fall.envshake.freq = 178     ;ヒット後、相手が地面に着地した時に画面が揺れる速度
fall.envshake.time = 15      ;ヒット後、相手が地面に着地した時に画面を揺らす時間

[state 15850,targetstate]
type = targetstate
triggerall = movehit
trigger1 = target,stateno != 840
value = 840
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 830]
type    = S
movetype= A
physics = N
anim = 3333
poweradd = 60
sprpriority = 2

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 2
value = -1

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElemtime(4) >= 0
value = 2

[State 810, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3000, 2

[State 810, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 1

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) <= 0
edge = 60,40 ;前方の画面端を押す幅のみを変えています

[State 810, 掴んだ相手の位置２]
type = TargetBind
trigger1 = animelem = 2
pos = 8, -30

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = animelem = 3
pos = 0, 0

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = animelem = 4
pos = -15, 0

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -80

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 9
value = 841

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3000, 1

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = time%3 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(80) <= 0 
value = 0,6

[State 810,]
type = EnvShake
trigger1 = time%3 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(81) <= 0 
ampl = 11
freq = 80
time = 3

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = time%2 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(80) <= 0 
value = ifelse(palno!=12,-3-ceil(random%5),-10)

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 80
value = 3000, 6
volume = 9999999

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 83
value = 333,0

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = time = 300
value = 1,3
volume = 255

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 11
freq = 80
time = 15
[State 810,]
type = EnvShake
trigger1 = time = 300
ampl = 20
freq = 80
time = 40

[State 810, 1]
type = PlaySnd
trigger1 = time = 300
value = 800,8

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = time = 300
value = 842

[State 3010, Envshake]
type = envshake
trigger1 = AnimElem = 4
time = 15
ampl = -8
freq = 105
ignorehitpause=1
[State -1]
Type = Explod
trigger1 = AnimElem = 4
Anim = 10246
ID = 10246
Pos = 5,15
PosType = P2
Ownpal = 1
Scale= 0.5,0.5
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
RemoveTime = -2

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1045,4
volume = 255
[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1045,6
volume = 255
[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1045,7
volume = 255

[State 1100, エフェクト表示]
type = Explod
trigger1 = time%2 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(80) <= 0 
anim = 3337
postype = P2
pos = 50 - ceil(random%100),-38 + ceil(random%30)
sprpriority = 3
scale = 1,1
removetime = 14
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 3337
postype = P2
pos = -10,-25
sprpriority = 3
scale = 1,1
removetime = 14

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 300
persistent = 5
anim = 4210
postype = P2
pos = -35,40
sprpriority = 10
scale = 1,1

[State 1800, ヘルパーを出す]
type = Helper
trigger1 = time = 300
Persistent = 0
name = "Bomb"
stateno = 18110
ID = 18110
pos = -35,40
postype = p2
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 4001,]
type = palfx
trigger1 = Animelemtime(83) = 45
time = 60
add = 150,0,-100
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 810, ステート変更]
type = turn
trigger1 = Animelemtime(83) = 45

[State 3506, 掴んだ相手の体力ゲージの増減]
type = LifeAdd
trigger1 = time = 300
value = -100
kill = 0

[State 810, ステート変更]
type = ChangeState
trigger1 = Animelemtime(83) >= 45
value = 105
ctrl = 0
;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 840]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2120]
type = turn
trigger1 = animelem = 3 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3334

[State 4001, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = time = 150
value = 5100
;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 841]
type    = L
movetype= H
physics = N
velset = 0,0

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = anim = 3335
trigger1 = time%2 = 0
trigger1 = !alive
value = 11,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3335

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 145
value = 3336

[State 4001, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = time = 310
value = 5100
;---------------------------------------------------------------------------
[Statedef 842]
type    = A
movetype= H
physics = N
velset = -1,-37
poweradd = 0

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = !alive
value = 11,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4001, 速度加算] ;重力
type = VelAdd
Trigger1 = 1
y = 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = LifeAdd
trigger1 = Time = 0
value = -(life) / 2

[State 4001,]
type = palfx
Trigger1 = 1
time = 60
add = 150,0,-100
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 4000, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4001

[State 4001, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照 
;---------------------------------------------------------------------------
; 空中投げ掴みモーション basher air

[Statedef 860]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = A, NT       
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 4       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1facing = ifelse(command = "holdfwd", 1, -1);攻撃が当たった時の自分の向き ★６
p2facing = -1          ;攻撃が当たった時の相手の向き
p1stateno = 861       ;自分のステート変更
p2stateno = 865       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
fall.recover = 0             ;ヒットした時に相手が空中受け身を取れるかどうか（0=取れない・1=取れる）
fall.envshake.ampl = 6       ;ヒット後、相手が地面に着地した時の画面の振幅
fall.envshake.freq = 178     ;ヒット後、相手が地面に着地した時に画面が揺れる速度
fall.envshake.time = 15      ;ヒット後、相手が地面に着地した時に画面を揺らす時間

[State 850, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 640
ctrl = 0
;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 861]
type    = A
movetype= A
physics = N
anim = 851
velset = 0,-12
sprpriority = 4
ctrl = 0

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = time%2 = 0 
value = ifelse(palno!=12,-3-ceil(random%3),-8)

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 333,1
volume = 9999

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = time%3 = 0
value = 0,6

[State 810,]
type = EnvShake
trigger1 = time%3 = 0
ampl = 10
freq = 40
time = 3

[State 1100, エフェクト表示]
type = Explod
trigger1 = time%1 = 0
anim = 3337
postype = P2
pos = 5 - ceil(random%5),0 - ceil(random%50)
sprpriority = 3
scale = 1,1
removetime = 14
facing = ifelse(random<500,1,-1)

[State 851, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0
volume = 999

[State 851, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .55

[State 851, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 851, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 15, -150

[State 851, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 865

[State 851, ステート変更] ;着地したら専用ステートに行きます
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 1
value = 862
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 862]
type    = A
movetype= A
physics = N
anim = 852
velset = 0,0
poweradd = 60
sprpriority = 4
ctrl = 0

[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 1
volume = 9999

[State 852]
type = EnvShake
trigger1 = AnimElem = 2
time = 50
freq = 100
ampl = 10

[State 852, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 852, 掴んだ相手の位置２]
type = TargetBind
trigger1 = animelem = 2
pos = 80, -30

[State 852, 掴んだ相手の位置２]
type = TargetBind
trigger1 = animelem = 3
pos = 90, -15

[State 852, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -100

[State 852, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 3
value = 867

[State 3506, 掴んだ相手の体力ゲージの増減]
type = LifeAdd
trigger1 = AnimElem = 3
value = -100
kill = 0

[State 852, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 863
;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 863]
type    = S
movetype= A
physics = N
anim = 3339
poweradd = 60
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) <= 0
edge = 60,40 ;前方の画面端を押す幅のみを変えています

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 9
value = 841

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3000, 1

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = animelem = 1
pos = 65,-8

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = animelem = 2
pos = 35, -4

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = animelemtime(3) >= 0
pos = 20, 0

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = time%3 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(80) <= 0 
value = 0,6

[State 810,]
type = EnvShake
trigger1 = time%3 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(81) <= 0 
ampl = 11
freq = 80
time = 3

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = time%2 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(80) <= 0 
value = ifelse(palno!=12,-3-ceil(random%3),-10)

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 81
value = 1900, 9
volume = 9999999

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 80
value = 333,0

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = time = 285
value = 1,3
volume = 255

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 11
freq = 80
time = 15

[State 810,]
type = EnvShake
trigger1 = time = 285
ampl = 20
freq = 80
time = 40

[State 810, 1]
type = PlaySnd
trigger1 = time = 285
value = 800,8

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = time = 290
value = 842

[State 3010, Envshake]
type = envshake
trigger1 = AnimElem = 4
time = 15
ampl = -8
freq = 105
ignorehitpause=1

[State -1]
Type = Explod
trigger1 = AnimElem = 4
Anim = 10246
ID = 10246
Pos = 5,15
PosType = P2
Ownpal = 1
Scale= 0.5,0.5
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
RemoveTime = -2

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1045,4
volume = 255
[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1045,6
volume = 255
[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1045,7
volume = 255

[State 1100, エフェクト表示]
type = Explod
trigger1 = time%2 = 0
trigger1 = AnimElemtime(9) >= 0  &&AnimElemtime(80) <= 0 
anim = 3337
postype = P2
pos = 50 - ceil(random%100),-38 + ceil(random%30)
sprpriority = 3
scale = 1,1
removetime = 14
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 3337
postype = P2
pos = -10,-25
sprpriority = 3
scale = 1,1
removetime = 14

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 285
persistent = 5
anim = 4210
postype = P2
pos = -35,40
sprpriority = 10
scale = 1,1

[State 1800, ヘルパーを出す]
type = Helper
trigger1 = time = 285
Persistent = 0
name = "Bomb"
stateno = 18110
ID = 18110
pos = -35,40
postype = p2
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 4001,]
type = palfx
trigger1 = Animelemtime(81) = 45
time = 60
add = 150,0,-100
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = LifeAdd
trigger1 = time = 285
value = -200
kill = 0

[State 810, ステート変更]
type = ChangeState
trigger1 = Animelemtime(81) >= 50
value = 105

;---------------------------------------------------------------------------
; 相手側の投げられモーション１
[Statedef 865]
type    = A
movetype= H
physics = N
velset = 0,-12
ctrl = 0

[State 851, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 855, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .55

[State 855, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3338

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = anim = 3338
trigger1 = time%2 = 0
trigger1 = !alive
value = 11,0
;---------------------------------------------------------------------------
; 相手側の投げられモーション２
[Statedef 866]
type    = L
movetype= H
physics = N
velset = 2,-7
poweradd = 40
ctrl = 0

[State 2120, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .45

[State 856, ステート変更]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 856, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 867]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2120]
type = turn
trigger1 = animelem = 3 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3340
;---------------------------------------------------------------------------
;リンゴ爆発
[Statedef 18110]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 4210

[State 8011, Assert]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 1820, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = up
damage    = 200,100
hitflag = MAFDP
priority  = 5
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-20
guard.velocity = -7
air.velocity = 0,-15
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
palfx.time = 180
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0

[State 1820, このヘルパーを消す]
type = DestroySelf
trigger1 = Animtime = 0

;=========================
[Statedef 113]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
Ctrl = 0

[State -2, 黒ドナルド防御力アップ]
type = defencemulset
triggerall = 1
trigger1 = !time
value = (random)
ignorehitpause = 1

[State 3];必要あるのかねこれ
Type = StateTypeSet
Triggerall = !IsHelper
Trigger1 = 1
StateType = S
MoveType = A
Physics = N
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = ChangeState
Triggerall = !IsHelper
Trigger1 = !Alive
Trigger1 = 1
Value = 5150
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = DestroySelf
Triggerall = IsHelper
Trigger1 = 1
Trigger2 = Root,Alive = 0
Trigger3 = Time > 100
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = LifeSet
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = PowerSet
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[state invisible];消滅
type = AssertSpecial
trigger1 = 1
trigger1 = ishelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state invisible]
type = posset
trigger1 = time > 2
trigger1 = ishelper
trigger2 = life <= 1
y = 9999
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Projectile
Trigger1 = Root,StateNo != PrevStateNo
Trigger1 = Root,Alive
Trigger1 = !NumProjID(123654789)
Trigger1 = Time < 100
ProjID = 123654789
ProjAnim = Anim
NumHits = 0
ProjreMoveTime = 3
Attr = A,HT
HitFlag = MAFHDPL
PauseTime = 0,0
SparkNo = -1
HitSound = -1,-1
Guard,Sound = -1,-1
P1StateNo = PrevStateNo
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Projectile
Trigger1 = Root,StateNo != PrevStateNo
Trigger1 = Root,Alive
Trigger1 = !NumProjID(123654789)
Trigger1 = Time < 100
ProjID = 123654789
ProjAnim = Anim
NumHits = 0
ProjreMoveTime = 3
Attr = A,HP
HitFlag = MAFHDPL
PauseTime = 0,0
SparkNo = -1
HitSound = -1,-1
Guard,Sound = -1,-1
P1StateNo = PrevStateNo
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Projectile
Trigger1 = Root,StateNo != PrevStateNo
Trigger1 = Root,Alive
Trigger1 = !NumProjID(123654789)
Trigger1 = Time < 100
ProjID = 123654789
ProjAnim = Anim
NumHits = 0
ProjreMoveTime = 3
Attr = A,HA
HitFlag = MAFHDPL
PauseTime = 0,0
SparkNo = -1
HitSound = -1,-1
Guard,Sound = -1,-1
P1StateNo = PrevStateNo
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Projectile
Trigger1 = Root,Alive
Trigger1 = !NumProjID(123654789)
Trigger1 = Time = 100
ProjID = 123654789
ProjAnim = Anim
NumHits = 0
ProjreMoveTime = 100
Attr = A,HT
HitFlag = MAFHDPL
PauseTime = 0,0
SparkNo = -1
HitSound = -1,-1
Guard,Sound = -1,-1
P1StateNo = 50
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[state 15851,dummyproj]
type = Projectile	;全てのHITDEFパラメータを利用可
trigger1 = ishelper
trigger1 = root,stateno != prevstateno
projID = 123132		;飛び道具のID番号
projanim = anim		;飛び道具のアニメ番号
projscale = 1,1		;x横,y縦 縮尺
sparkxy = 999,999
sparkno = -1
projremove = 1		;消滅フラグ/0以外でヒット時に消滅(省略時1)
projremovetime = 60	;消滅時間/省略時-1(消えない)
numhits = 9999999
projhits = 999999999	;ヒット数/省略時1
projmisstime = 0	;ミス時間/何フレームごとにHITするか/省略時0
velmul = 0,0		;加速度係数/加速度を倍数指定/省略時1,1
projpriority = 999999	;飛び道具優先度
projsprpriority = -9	;スプライト表示優先度/省略時3
offset = 0,800		;水平発射位置, 垂直発射位置/省略時0,0
postype = p2		;発射基準位置
p1stateno = prevstateno
;-hitdef-
attr = SCA,SP		;攻撃属性1,2
hitflag = HLMA		;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = L		;ガードフラグ(H/L/M/A)省略時MA
damage = 0;enemy,lifemax*100,enemy,lifemax*100
pausetime = 0,0		;p1停止時間,p2ブルブル時間(省略時0,0)
ground.type = trip 	;地上でののけぞり方(High:上のけぞり/Low:下のけぞり/Trip:転倒/non:何もなし)(省略時high)
affectteam = E
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 3]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 59
value = 0
[State 0, ParentVarSet]
type = VarSet
trigger1 = 1
v = 59
value = 0
