;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 2


[State ]
type = PlaySnd
trigger1 = Time=0
value = S0,4


[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -54
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4.5
airguard.velocity = -5,-.8
air.type = High
getpower=50,20
givepower=25,15
air.velocity = -4,-3
air.hittime = 8

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = 12
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State ]
type = VelSet
trigger1 = time=0
x = 3

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210

[State ]
type = PlaySnd
trigger1 = Time=0
value = S0,4

[State ]
type = HitDef
trigger1 = Animelem=2
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = 30,0
pausetime = 12 ,12
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-20
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
guard.slidetime = 11
ground.hittime = 14
guard.hittime = 11
air.hittime = 20
yaccel = 0.5
getpower=75,40
givepower=50,40
ground.velocity = -4.5
guard.velocity = -4
air.velocity = -3.2,-2

[State ]
type = VelSet
trigger1 = time=0
x = 3

[State ]
type = VelSet
trigger1 = prevstateno=200 && time=0
x = 6
[State ]
type = VelSet
trigger1 = prevstateno=200 && movecontact=1
x = -3.5

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 220

[State ]
type = PlaySnd
trigger1 = Animelem=2
value = S0,4

[State ]
type = HitDef
trigger1 = Animelem=3
attr = S,NA
hitflag = MAF
guardflag = HA
animtype = Medium
priority = 4,Hit
damage = 40,0
pausetime = 12 ,12
sparkno = 3
guard.sparkno = 40
sparkxy = -12,-60
hitsound = s1150,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
guard.slidetime = 10
ground.hittime = 20
guard.hittime = 10
air.hittime = 20
yaccel = 0.5
ground.velocity = -3,-12
guard.velocity = -6
air.velocity = -3,-12
fall.recovertime=40
fall=1
getpower=100,50
givepower=50,25
envshake.time=12
envshake.ampl=-4
envshake.freq=175
ID=220
NochainID=220

[State PI]
type = Width
trigger1 = 1
player = 5,5

[State ]
type = VelSet
trigger1 = time=0; && (prevstateno=200||prevstateno=210||prevstateno=400||prevstateno=410)
x = 9
[State ]
type = VelSet
trigger1 = (prevstateno=200||prevstateno=210||prevstateno=400||prevstateno=410) && moveguarded=1
x = -3.5

[State JUMP ]
type = ChangeState
trigger1 = movehit && command="holdup"
value = 40
ctrl = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 200

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = 12
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

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

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 201

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -54
hitsound = 5, 0
guardsound = 6, 0
ground.type = Trip
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4.5
airguard.velocity = -5,-.8
air.type = Trip
getpower=50,20
givepower=25,15
air.velocity = -4,-3
air.hittime = 8

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

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 201
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600

[State ]
type = PlaySnd
trigger1 = Time=0
value = S0,4

[State ]
type = HitDef
trigger1 = Time=0
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Hard
priority = 3,Hit
damage = 20,0
pausetime = 8 ,8
sparkno = 0
guard.sparkno = 40
sparkxy = -20,10
hitsound = s1150,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
guard.hittime=2
air.hittime = 16
yaccel = 0.5
ground.velocity = -5
air.velocity = -1.5,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower=50,20
givepower=25,15
;----------------------
;basic parry
[StateDef 209]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 209
poweradd = 0
sprpriority = 2

[State 209, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 8, 18
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 209, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SA,NA,SA
sparkno = 0
pausetime = 10, 10
hitsound = s1150, 0
p1stateno = 3002
p2stateno = 3003

;when opponent hits from the air
[State 209, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
trigger1 = p2bodydist y < 0
reversal.attr = SA,NA,SA
sparkno = 0
pausetime = 10, 10
hitsound = s1150, 0
p1stateno = 3002
p2stateno = 3003

[State 209, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;player 1 recovers from successful parry
[StateDef 3002]
type = S
physics = S
velset = 0,0
ctrl = 0
anim = 3002
poweradd = 300
sprpriority = 2

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

;p2 recovers from successful parry
[Statedef 3003]
type    = S
movetype= I
physics = S
velset = 0,0
poweradd = -100

[State 3001, end]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State 3001, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3001

[State 3001,1]
type = VelSet
trigger1 = animelem = 1
x = -3

[State 3001,1]
type = VelAdd
trigger1 = time = 2
x = 2

[State 3001, end]
type = SelfState
trigger1 = AnimTime = 0 && life = [250, 1000]
value = 0
ctrl = 1

[State 3001, end]
type = SelfState
trigger1 = AnimTime = 0 && life = [1,250]
value = 5110
ctrl = 1

;opponent recovers from parry in air
[StateDef 3004]
type = A
movetype = H
physics = A
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = -100
fall = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value =  5030
;elem = 1
;ignorehitpause =
;persistent =


[State 3001, end]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State 3002, Veladd]
type = Veladd
trigger1 = AnimElem = 1
x = -3
y = -5

[State 3002, end]
type = SelfState
trigger1 = Time = 20
value = 5210
ctrl = 1
;---------------------------------------------------------------------
; 3x rush
;------------------------Pi
[Statedef 1300]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1300
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,102,4)
channel = 0

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

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 13,13
sparkno = 2
guard.sparkno = S2010
sparkxy = 0,-60
hitsound   = s5,121
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.hittime = 13
air.velocity = -3,-5
guard.velocity = -7
air.fall = 1
fall.recover = 0
yaccel = .4

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

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

;------------------------i
[Statedef 1301]
type = S
movetype = A
physics = N
poweradd= 0
anim = 1301
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,3;ifelse(Var(39)=1,103,5)
channel = 0

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

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

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = ifelse(Var(39)=1,20,20),27
sparkno = 2
guard.sparkno = S2010
sparkxy = 0,-60
hitsound   = s5,121
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.75,0
air.hittime = 13
air.velocity = -3.75,-7.5
guard.velocity = -7
;fall = 1
fall.recover = 0
yaccel = .5

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact && Var(39)
var(28) = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

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

;------------------------Oi
[Statedef 1302]
type = A
movetype = A
physics = N
poweradd= 0
anim = 1302
ctrl = 0
velset = 0,0
juggle = 0

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -55

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1200,4

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,3;0,ifelse(Var(39)=1,104,15)
channel = 0

[State 105,VelSet]
type = VelSet
trigger1 = Time = 0
x = 5
y = -5 ;-6

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105, Veladd]
type = Veladd
trigger1 = Time > 0
y = .6

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = ifelse(Var(39)=1,63,70),8
getpower = 72,18
givepower = 36
animtype = Up
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S9001+(random%2)
guard.sparkno = 2
sparkxy = 0,-55
hitsound   = s0,8
guardsound = s5,121
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4,-8
air.hittime = 13
air.velocity = -4,-8
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .5

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1303

;------------------------ ~
[Statedef 1303]
type = S
movetype = I
physics = S
anim = 1303
velset = 0, 0

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

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,4

[State 106, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; PRUNE JUICE
[StateDef 500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500
poweradd = 30
sprpriority = 2

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Prunes Juice"
ID = 504
stateno = 504
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; PRUNE JUICE AIR
[StateDef 501]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 602
poweradd = 30
sprpriority = 2

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Prunes Juice"
ID = 504
stateno = 504
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

[State 600, 5]
type = Changestate
trigger1 = animtime = 0
value = 50
;-----------------------------------------------------------------------------;

[StateDef 504]
type = S
movetype= A
physics = N
juggle  = 1
velset = 2,0
ctrl = 0
anim = 504

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, AngleDraw]
type = destroyself
trigger1 = movereversed

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 2,6

[State 0, AngleSet]
type = AngleSet
trigger1 = movecontact = 0
value = 90

[State 0, AngleSet]
type = AngleAdd
trigger1 = movecontact
value = 10*var(3)

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = .3

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .6

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = Var(3)*-1
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S666,27+random%3
freqmul = 0.5 + (Parent,var(11)*0.1)

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = ifelse(root,palno=11,40,2),4;10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -76
hitsound = S1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 999
trigger2 = Pos Y > 0

;-----------------------------------------------------------------------------;
[Statedef 505];bloodring
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 4252
sprpriority = 3

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 210, ]
type = playerpush
trigger1 = 1
value = 0

[State 1000, 0]
type = PosSet
trigger1 = Pos y >= 6
y = 6

[State 1000, 0]
type = VelSet
trigger1 = 1
y = ifelse(Pos y <= -1,5,0)

[State 1000, 0]
type = VelSet
trigger1 = 1
x = 8

[State 1000, 0]
type = Changestate
trigger1 = pos x >= 130
trigger2 = pos x <= -130
trigger3 = time >= 100
value = 4251
ignorehitpause = 1

[State 210, 2]
type = HitDef
triggerall = var(24) = 0
trigger1 = time = 1
attr = C, HA
animtype  = Diagup
damage    = 1;+ceil(random%10)
guardflag = MA
hitflag = MALF
pausetime = 0,0
hitsound   = s1040,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-1
air.velocity = -5,-1
sparkno = 1+ceil(random%4)
sparkxy = 0,-50
fall.recover = 0

;---------------------------------
[Statedef 4251];bloodring4
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 4251
sprpriority = 3

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 333, 1

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 180
volume = 255

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1000, 0]
type = PosSet
trigger1 = pos x >= 0
x = 152

[State 1000, 0]
type = PosSet
trigger1 = pos x <= 0
x = -152

[State 1000, 0]
type = VelSet
trigger1 = 1
y = (0-(vel x))

[State 210, 2]
type = HitDef
trigger1 = 1
attr = A, HA
animtype  = Diagup
damage    = 1+ceil(random%10)
guardflag = H
hitflag = MALF
pausetime = 0,0
hitsound   = s1040,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 5,-1
air.velocity = 5,-1
sparkno = 1+ceil(random%4)
sparkxy = 0,-50
fall = 1
p2stateno = ifelse(random>500,2800,7600)

[State 1000, 0]
type = DestroySelf
trigger1 = time >= 200
trigger2 = Pos y <= -300

;---------------------------------------------------------------------------
; Power Charge
[Statedef 730]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 730
sprpriority = 2

[State 40, Afterimage]
type = PalFX
trigger1 = Anim = 730
length = 13
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,10
time = 5

[State 730, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 4533
id = 730
pos = 0,-35
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
sprpriority = 3
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 8
value = 2

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 28
value = 2

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 48
value = 2

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 68
value = 4

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 88
value = 5

[State 730, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = S730,1
channel = 5

[State 730, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2562,4
channel = 0

[State 730, Modify]
type = ModifyExplod
trigger1 = NumExplod(730) && power < 3000
ID = 730
scale = 0.75,0.1 + 0.00013 * (power)
[State 731, Stop]
type = StopSnd
trigger1 = Time = 0
channel = 10
[State 730, Modify]
type = ModifyExplod
trigger1 = NumExplod(730) && power >= 3000
ID = 730
scale = 0.75,0.5

[State 730, Stop]
type = ChangeState
triggerall = Time >= 8
trigger1 = !var(0) && (Command != "hold_a")
trigger2 = var(0) && RoundState = 2 && (inguarddist || P2bodydist X <= 50)
trigger3 = power >= powermax
value = 731
ctrl = 1

[Statedef 731]
type    = S
movetype= I
physics = S
anim = 731

[State 731, Stop]
type = StopSnd
trigger1 = Time = 0
channel = 5

[State 731, Stop]
type = StopSnd
trigger1 = Time = 0
channel = 0

[State 730, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = S730,2
channel = 10
[State 731, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 730

[State 731, Done]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------------------------------------------------------------------------------
;VbNK-
[Statedef 1801]
type=A
movetype=A
physics=A
poweradd=100
ctrl=0
anim=1800

[State 1800, 1]
type=PlaySnd
trigger1=AnimElem = 1
value=0,5

[State 1800, 2]
type=Projectile
trigger1=time > 10
projID = 1800
projanim=9999
projhitanim=258
offset=15, -40
velocity=7, 0
attr=S, SA
damage=5,4
animtype=Medium
pausetime=0,9
sparkxy=10, 0
sparkno = 1
hitsound=999,999
guardsound=999,999
ground.type=Low
ground.slidetime=12
ground.hittime=12
ground.velocity=-8
air.animtype=Back
air.velocity=-2.5,-5
air.juggle=3
projedgebound = 200
projstagebound = 200

[State 1800, 4]
type=ChangeState
trigger1=AnimTime = 0
value=50
ctrl=1
;------------------------------------------------------------------------------
;蘇生・Alive偽装
;------------------------------------------------------------------------------
[statedef 118]
MoveType = A
[state ]
type = ChangeAnim
trigger1 = 1
value = 10001
ignorehitpause = 1
[State RS]
type = HitDef
trigger1 = 1
attr = ,S
affectteam = B
hitflag = HLMAFD
priority = 7, Hit
ground.type = None
pausetime = 10
numhits = 0
sparkno = -1
guard.sparkno = 0
attack.dist = 0
hitsound = -1
guardsound = -1
ignorehitpause = 1
[state ]
type = ChangeState
trigger1 = Alive
value = 1801
Persistent = 256
ignorehitpause = 1


[Statedef 119]
ctrl=1
[state 蘇生,1]
type=lifeset
trigger1=life <= 0
value=1
ignorehitpause=1
[state 蘇生,2]
type=PlaySnd
trigger1=1
value=s150,0
ignorehitpause=1
[state 蘇生,3]
type=VarSet
trigger1=IsHelper
sysvar(4)=0
ignorehitpause=1
[state 蘇生,4]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,5]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,6]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,7]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,8]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,9]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,10]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,11]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,12]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,13]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,14]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,15]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,16]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,17]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,18]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,19]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,20]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,21]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,22]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,23]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,24]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,25]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,26]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,27]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,28]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,29]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,30]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,31]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,32]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,33]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,34]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,35]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,36]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,37]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,38]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,39]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,40]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,41]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,42]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,43]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,44]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,45]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,46]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,47]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,48]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,49]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,50]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,51]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,52]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,53]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,54]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,55]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,56]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,57]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,58]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,59]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,60]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,61]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,62]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,63]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,64]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,65]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,66]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,67]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,68]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,69]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,70]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,71]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,72]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,73]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,74]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,75]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,76]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,77]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,78]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,79]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,80]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,81]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,82]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,83]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,84]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,85]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,86]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,87]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,88]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,89]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,90]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,91]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,92]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,93]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,94]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,95]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,96]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,97]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,98]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,99]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,100]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,101]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,102]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,103]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,104]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,105]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,106]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,107]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,108]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,109]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,110]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,111]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,112]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,113]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,114]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,115]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,116]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,117]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,118]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,119]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,120]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,121]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,122]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,123]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,124]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,125]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,126]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,127]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,128]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,129]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,130]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,131]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,132]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,133]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,134]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,135]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,136]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,137]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,138]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,139]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,140]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,141]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,142]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,143]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,144]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,145]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,146]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,147]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,148]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,149]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,150]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,151]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,152]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,153]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,154]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,155]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,156]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,157]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,158]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,159]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,160]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,161]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,162]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,163]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,164]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,165]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,166]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,167]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,168]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,169]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,170]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,171]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,172]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,173]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,174]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,175]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,176]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,177]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,178]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,179]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,180]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,181]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,182]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,183]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,184]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,185]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,186]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,187]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,188]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,189]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,190]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,191]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,192]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,193]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,194]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,195]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,196]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,197]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,198]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,199]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,200]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,201]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,202]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,203]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,204]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,205]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,206]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,207]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,208]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,209]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,210]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,211]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,212]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,213]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,214]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,215]
type=null
trigger1=1
ignorehitpause=1
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[state 蘇生,488]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,489]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,490]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,491]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,492]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,493]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,494]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,495]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,496]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,497]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,498]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,499]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,500]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,501]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,502]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,503]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,504]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,505]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,506]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,507]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,508]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,509]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,510]
type=null
trigger1=1
ignorehitpause=1
[state 蘇生,511]
type=null
trigger1=1
[state 蘇生,512]
type=null
trigger1=1
[state 蘇生,513]
type=null
trigger1=1
[state 蘇生,514]
type=null
trigger1=1
[state 蘇生,515]
type=null
trigger1=1
[state 蘇生,516]
type=null
trigger1=1
[state 蘇生,517]
type=null
trigger1=1
[state 蘇生,518]
type=null
trigger1=1
[state 蘇生,519]
type=null
trigger1=1
[state 蘇生,520]
type=null
trigger1=1
[state 蘇生,521]
type=null
trigger1=1
[state 蘇生,522]
type=null
trigger1=1
[state 蘇生,523]
type=null
trigger1=1
[state 蘇生,524]
type=null
trigger1=1
[state 蘇生,525]
type=null
trigger1=1
[state 蘇生,526]
type=null
trigger1=1
[state 蘇生,527]
type=null
trigger1=1
[state 蘇生,528]
type=null
trigger1=1
[state 蘇生,529]
type=null
trigger1=1
[state 蘇生,530]
type=null
trigger1=1
[state 蘇生,531]
type=null
trigger1=1
[state 蘇生,532]
type=null
trigger1=1
[state 蘇生,533]
type=null
trigger1=1
[state 蘇生,534]
type=null
trigger1=1
[state 蘇生,535]
type=null
trigger1=1
[state 蘇生,536]
type=null
trigger1=1
[state 蘇生,537]
type=null
trigger1=1
[state 蘇生,538]
type=null
trigger1=1
[state 蘇生,539]
type=null
trigger1=1
[state 蘇生,540]
type=null
trigger1=1
[state 蘇生,541]
type=null
trigger1=1
[state 蘇生,542]
type=null
trigger1=1
[state 蘇生,543]
type=null
trigger1=1
[state 蘇生,544]
type=null
trigger1=1
Persistent = 128
ignorehitpause=1
[state 蘇生,545]
type=null
trigger1=1
Persistent = 128
ignorehitpause=1
[state 蘇生,546]
type=null
trigger1=1
Persistent = 128
ignorehitpause=1
[state 蘇生,547]
type=null
trigger1=1
Persistent = 128
ignorehitpause=1
[state 蘇生,548]
type=null
trigger1=1
ignorehitpause=1
Persistent = 129
[state 蘇生,549]
type=null
trigger1=1
ignorehitpause=1
Persistent = 128
[state 蘇生,550]
type=null
trigger1=1
[state 蘇生,551]
type=null
trigger1=1
ignorehitpause=1
Persistent = 128
[state 蘇生,552]
type=null
trigger1=1
ignorehitpause=1
Persistent = 128
[state 蘇生,553]
type=selfstate
trigger1=1
value=0
ignorehitpause=1
Persistent=1
