; これはカンフーマンのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

; これはKFMの定数と状態のファイルです。 
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1000
  ;攻撃力（これ以上に設定すると強くなる)
attack = 85
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 50
  ;倒れてから起上がるまでのフレーム数
liedown.time = 60
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 0
 volumescale = 80
  IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 1.1          ;水平方向の縮尺（通常１）
yscale = 1.1     ;垂直方向の縮尺（通常１）
ground.back = 18     ;キャラの幅(後方,地上)
ground.front = 18    ;キャラの幅(前方,地上)
air.back = 17        ;キャラの幅(後方,空中)
air.front = 17       ;キャラの幅(前方,空中)
height = 70         ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 1     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -85  ;頭の大体の座標
mid.pos = -5, -57   ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3.1  ;前進の速度
walk.back = -2.6     ;後退の速度
run.fwd  = 7.2, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -7.2, 0 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-8.8   ;垂直ジャンプの速度
jump.back = -2.8    ;後ジャンプの速度
jump.fwd = 3       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .53        ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数


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

[State 180, 1]
type = ChangeState
trigger1 = prevstateno = 135010
value = 135011

[State 170]
type = AssertSpecial
trigger1 = Time < 250
flag = roundnotover

[State 170]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,27

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

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 180, 1]
type = ChangeState
trigger1 = prevstateno = 135010
value = 135011

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 1]
type = ChangeState
trigger1 = prevstateno = 135010
value = 135011

[State 180,AssertSpecial]
type = AssertSpecial
trigger1 = Time < 250
flag = roundnotover

[State 180, 1]
type = ChangeState
triggerall = Time = 1
triggerall = MatchOver = 1
trigger1 = var(22) = 3
value = 182

[State 180, 1]
type = ChangeState
triggerall = Time = 1
triggerall = MatchOver = 1
trigger1 = var(22) != 3
value = 181

[State 191, 3]
type = Explod
trigger1 = AnimElem = 6
anim = 6010
postype = p1
pos = 0,0
sprpriority = 1
ownpal = 1
bindtime = -1
shadow = 0
scale = fvar(10),fvar(11)
ID = 6010

[State 181, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,21

[State 181, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 190,0

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 180,AssertSpecial]
type = AssertSpecial
trigger1 = Time < 400
flag = roundnotover

[State 181, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 5]
type = ChangeAnim2
trigger1 = AnimTime = 0
value = 182

[State 191, 3]
type = Helper
trigger1 = AnimElem = 10
id = 6020
name = "win"
sprpriority = 4
pos = 0,0
postype = p1
stateno = 6020
helpertype = normal
pausemovetime = 0
keyctrl = 1 
ownpal = 1
ontop = 1

[State 1000]
type = Helper
trigger1 = anim = 182
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 181
postype = p1
pos = ceil((20 - random%41)*fvar(10)),ceil((-20 - random%81)*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
persistent = 12

[State 191, 3]
type = PlaySnd
trigger1 = Time = 15
trigger1 = var(22) = 0
value = 0,22

[State 191, 3]
type = PlaySnd
trigger1 = Time = 80
trigger1 = var(22) = 0
value = 0,23

[State 191, 3]
type = PlaySnd
trigger1 = Time = 37
trigger1 = var(22) = 1
value = 0,24

[State 191, 3]
type = PlaySnd
trigger1 = Time = 15
trigger1 = var(22) = 2
value = 0,25

[State 191, 3]
type = PlaySnd
trigger1 = Time = 80
trigger1 = var(22) = 2
value = 0,26

;---------------------------------------------------------------------------
; 勝った動作３
[Statedef 182]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 180,AssertSpecial]
type = AssertSpecial
trigger1 = Time < 250
flag = roundnotover

[State 181, 5]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,28

;---------------------------------------------------------------------------
; イントロ２
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0

[State 191]
type = Helper
trigger1 = Time = 0 && !var(56)
trigger1 = numhelper(8550) = 0
id = 8550
name = "top"
sprpriority = 4
pos = 0,0
postype = p1
stateno = 8550
helpertype = normal
pausemovetime = 0
keyctrl = 1 
ownpal = 1
ontop = 1

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2] 
type = PlaySnd
trigger1 = Time = 15
value = 0, 19

[State 191, 2] 
type = PlaySnd
trigger1 = Time = 110
value = 0, 20

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; イントロ３
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0

[State 191]
type = Helper
trigger1 = Time = 0 && !var(56)
trigger1 = numhelper(8550) = 0
id = 8550
name = "top"
sprpriority = 4
pos = 0,0
postype = p1
stateno = 8550
helpertype = normal
pausemovetime = 0
keyctrl = 1 
ownpal = 1
ontop = 1

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,27

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0



;---------------------------------------------------------------------------
; 挑発
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = time = 10 && Win = 0
value = 1

[State 191, 3]
type = PlaySnd
trigger1 = Time = 20
value = 0,14
channel = 3

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

;---------------------------------------------------------------------------
; 特殊挑発
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,16

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

;---------------------------------------------------------------------------
; 特殊挑発２
[Statedef 197]
type = S
ctrl = 0
anim = 197
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0,15

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

;---------------------------------------------------------------------------
; 立ちA
[Statedef 200]
type    = S                      
movetype = A
physics = S
juggle = 3
ctrl = 0 
anim = 200
velset = 0,0
sprpriority = 1

[State 200]
type = HitDef
trigger1 = AnimElem = 5 && var(6)
attr = S, NA 
damage = ceil(40*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-75*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High 
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-3*fvar(10)),ceil(-2*fvar(11))
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8

[State 200]
type = HitDef
trigger1 = AnimElem = 5 && !var(6) && !var(16)
attr = S, NA 
damage = ceil(40*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-75*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High 
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-3*fvar(10)),ceil(-2*fvar(11))
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 8

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 200, 4]
type = PlaySnd
trigger1 = Time = 1
value = 1, 4

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

;---------------------------------------------------------------------------
;立ちB
[Statedef 210]
type    = S
movetype = A
physics = S
juggle = 3
ctrl = 0
anim = 210
velset = 0,0
sprpriority = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6 && var(6)
attr = S, NA
animtype  = Midium
damage = ceil(70*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-70*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2.2*fvar(11))
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6 && !var(6) && !var(16)
attr = S, NA
animtype  = Midium
damage = ceil(70*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-70*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2.2*fvar(11))
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 3

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 4
value = 1, 5

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

;---------------------------------------------------------------------------
;立ちC
[Statedef 220]
type    = S
movetype = A
physics = S
juggle = 5
ctrl = 0
anim = 220
velset = 0,0
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 9 && var(6)
attr = S, NA
animtype  = Hard
damage    = ceil(80*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-60*fvar(11))
hitsound   = S2, var(31)+2
getpower = 17,5
givepower = 15,15
guardsound = S3, 1
ground.type = Low
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-3*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 9 && !var(6) && !var(16)
attr = S, NA
animtype  = Hard
damage    = ceil(80*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-60*fvar(11))
hitsound   = S2, var(31)+2
getpower = 17,5
givepower = 15,15
guardsound = S3, 1
ground.type = Low
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-3*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 10 && var(6)
attr = S, NA
animtype  = Hard
damage    = ceil(80*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-75*fvar(11))
hitsound   = S2, var(31)+2
getpower = 17,5
givepower = 15,15
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-3*fvar(10)),ceil(-4.8*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 10 && !var(6) && !var(16)
attr = S, NA
animtype  = Hard
damage    = ceil(80*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-75*fvar(11))
hitsound   = S2, var(31)+2
getpower = 17,5
givepower = 15,15
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-3*fvar(10)),ceil(-4.8*fvar(11))

[State 1000]
type = VarSet
trigger1 = time = 0
var(13) = 0

[State 1000]
type = VarAdd
trigger1 = movecontact = 1
trigger1 = hitpausetime = 11
ignorehitpause = 1
var(13) = 1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 11
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 6

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-65*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-65*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
trigger1 = AnimElem = 7
anim = 6050
id = 6050
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 2
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 3
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 8
value = 1, 4

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;---------------------------------------------------------------------------
;近立ちC
[Statedef 225]
type    = S
movetype = A
physics = S
juggle = 5
ctrl = 0
anim = 225
velset = 0,0
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 9 && var(6)
attr = S, NA
animtype  = Hard
damage    = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-65*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-6.5*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-3*fvar(11))
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9

[State 200]
type = HitDef
trigger1 = AnimElem = 9 && !var(6) && !var(16)
attr = S, NA
animtype  = Hard
damage    = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-65*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-6*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-3*fvar(11))
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 11
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-65*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-65*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
trigger1 = AnimElem = 8
anim = 6051
id = 6051
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 2
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 3
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 6
value = 1, 4

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;---------------------------------------------------------------------------
;立ちD
[Statedef 230]
type    = S
movetype = A
physics = S
juggle = 5
ctrl = 0
anim = 230
velset = 0,0
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 6 && var(6)
attr = S, NA
animtype  = Hard
damage    = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-20*fvar(11))
hitsound   = S2, var(31)+2
getpower = 12,3
givepower = 10,10
guardsound = S3, 1
ground.type = Low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-4*fvar(10))
air.velocity = ceil(-4*fvar(10)),ceil(-5*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 6 && !var(6) && !var(16)
attr = S, NA
animtype  = Hard
damage    = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-20*fvar(11))
hitsound   = S2, var(31)+2
getpower = 12,3
givepower = 10,10
guardsound = S3, 1
ground.type = Low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-4*fvar(10))
air.velocity = ceil(-4*fvar(10)),ceil(-5*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 7 && var(6)
attr = S, NA
animtype  = Hard
damage    = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
guardflag = M
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-30*fvar(11))
hitsound   = S2, var(31)+2
getpower = 12,3
givepower = 10,10
guardsound = S3, 1
ground.type = Low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-4*fvar(10))
air.velocity = ceil(-4*fvar(10)),ceil(-5*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 7 && !var(6) && !var(16)
attr = S, NA
animtype  = Hard
damage    = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-30*fvar(11))
hitsound   = S2, var(31)+2
getpower = 12,3
givepower = 10,10
guardsound = S3, 1
ground.type = Low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-4*fvar(10))
air.velocity = ceil(-4*fvar(10)),ceil(-5*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 8 && var(6)
attr = S, NA
animtype  = Hard
damage    = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-60*fvar(11))
hitsound   = S2, var(31)+2
getpower = 12,3
givepower = 10,10
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-4*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-5*fvar(11))
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6

[State 200]
type = HitDef
trigger1 = AnimElem = 8 && !var(6) && !var(16)
attr = S, NA
animtype  = Hard
damage    = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-60*fvar(11))
hitsound   = S2, var(31)+2
getpower = 12,3
givepower = 10,10
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-4*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-5*fvar(11))
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 6

[State 1000]
type = Explod
triggerall = movehit = 1 && time = 10
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-20*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1 && time = 10
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-20*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1 && time = 11
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-30*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1 && time = 11
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-30*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1 && time > 11
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-60*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1 && time > 11
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-60*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
trigger1 = AnimElem = 6
anim = 6052
id = 6052
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 2
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 3
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 10
value = 1, 5

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;---------------------------------------------------------------------------
;屈みA
[Statedef 400]
type    = C
movetype = A
physics = C
ctrl = 0
anim = 400
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 4 && var(6)
attr = C, NA 
damage = ceil(40*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-40*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = Low 
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-3*fvar(10)),ceil(-2*fvar(11))
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8

[State 200]
type = HitDef
trigger1 = AnimElem = 4 && !var(6) && !var(16)
attr = C, NA 
damage = ceil(40*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-40*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-3*fvar(10)),ceil(-2*fvar(11))
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 8

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 3
value = 1, 4

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

;---------------------------------------------------------------------------
;屈みB
[Statedef 410]
type    = C
movetype = A
physics = C
ctrl = 0
anim = 410
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4 && var(6)
attr = C, NA
animtype  = Midium
damage = ceil(60*fvar(6)*fvar(7)), 0 
hitflag = MAFD
guardflag = L
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-9*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2.2*fvar(11))
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4 && !var(6) && !var(16)
attr = C, NA
animtype  = Midium
damage = ceil(60*fvar(6)*fvar(7)), 0 
hitflag = M
guardflag = L
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-9*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2.2*fvar(11))
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 8

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 3
value = 1, 5

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

;---------------------------------------------------------------------------
;屈みC
[Statedef 420]
type    = C
movetype = A
physics = C
ctrl = 0
anim = 420
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 7 && var(6)
attr = C, NA
animtype  = Hard
damage    = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MAFD
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-5.3*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-3*fvar(11))
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9

[State 200]
type = HitDef
trigger1 = AnimElem = 7 && !var(6) && !var(16)
attr = C, NA
animtype  = Hard
damage    = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-5.3*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-3*fvar(11))
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 11
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-50*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-50*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
trigger1 = AnimElem = 5
anim = 6053
id = 6053
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 2
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 3
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 5
value = 1, 4

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈みD
[Statedef 430]
type    = C
movetype = A
physics = C
ctrl = 0
anim = 430
sprpriority = 2

[State 420, 1]
type = HitDef
trigger1 =  AnimElem = 4 && var(6)
attr = C, NA
damage = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-20*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = Trip
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-2*fvar(10)),ceil(-3*fvar(11))
air.velocity = ceil(-2*fvar(10)),ceil(-3*fvar(11))
guard.velocity = ceil(-3.8*fvar(10))
fall = 1

[State 420, 1]
type = HitDef
trigger1 =  AnimElem = 4 && !var(6) && !var(16)
attr = C, NA
damage = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = L
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-20*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = Trip
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-2*fvar(10)),ceil(-3*fvar(11))
air.velocity = ceil(-2*fvar(10)),ceil(-3*fvar(11))
guard.velocity = ceil(-3.8*fvar(10))
fall = 1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 11
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-20*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 7
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-20*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
trigger1 = AnimElem = 3
anim = 6054
id = 6054
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 2
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 3
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 5
value = 1, 5

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中A
[Statedef 600]
type    = A
movetype = A
physics = A
ctrl = 0
anim = 600
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 6 && var(6)
attr = A, NA 
damage = ceil(60*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-80*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 13
guard.velocity = ceil(-4.5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 6 && !var(6) && !var(16)
attr = A, NA 
damage = ceil(60*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = H
hitflag = MA
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-80*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 13
ground.velocity = ceil(-4.5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2*fvar(11))

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 8

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 1
value = 1, 4

;---------------------------------------------------------------------------
;空中B
[Statedef 610]
type    = A
movetype = A
physics = A
ctrl = 0
anim = 610
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 4 && var(6)
attr = A, NA
damage = ceil(60*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-70*fvar(11))
hitsound   = S2, var(31)+4
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 13
ground.velocity = ceil(-4.5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2.2*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 4 && !var(6) && !var(16)
attr = A, NA
damage = ceil(60*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = H
hitflag = MA
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-70*fvar(11))
hitsound   = S2, var(31)+4
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 13
ground.velocity = ceil(-4.5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2.2*fvar(11))

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 8

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 1
value = 1, 5

;---------------------------------------------------------------------------
;空中C
[Statedef 620]
type    = A
movetype = A
physics = A
ctrl = 0
anim = 620
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 10 && var(6)
attr = A, NA
animtype  = Hard
damage = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = H
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime  = 16
guard.hittime  = 18
ground.velocity = ceil(-5*fvar(10))
air.type = High
air.velocity = ceil(-2.7*fvar(10)),ceil(-3.2*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 10 && !var(6) && !var(16)
attr = A, NA
animtype  = Hard
damage = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = H
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime  = 16
guard.hittime  = 18
ground.velocity = ceil(-5*fvar(10))
air.type = High
air.velocity = ceil(-2.7*fvar(10)),ceil(-3.2*fvar(11))

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Explod
trigger1 = AnimElem = 7
anim = 6055
id = 6055
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 2
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 3
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 6
value = 1, 4

;---------------------------------------------------------------------------
;空中D
[Statedef 630]
type    = A
movetype = A
physics = A
ctrl = 0
anim = 630
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 5 && var(6)
attr = A, NA
animtype  = Hard
ID = 630
damage = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = H
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-45*fvar(11))
hitsound   = S2, var(31)+4
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime  = 16
guard.hittime  = 18
ground.velocity = ceil(-4.5*fvar(10))
air.type = Low
air.velocity = ceil(-2.5*fvar(10)),ceil(-3*fvar(11))

[State 200]
type = HitDef
trigger1 = AnimElem = 5 && !var(6) && !var(16)
attr = A, NA
animtype  = Hard
ID = 630
damage = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = H
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-45*fvar(11))
hitsound   = S2, var(31)+4
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime  = 16
guard.hittime  = 18
ground.velocity = ceil(-4.5*fvar(10))
air.type = Low
air.velocity = ceil(-2.5*fvar(10)),ceil(-3*fvar(11))

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Explod
trigger1 = AnimElem = 3
anim = 6056
id = 6056
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 2
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 3
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 6
value = 1, 5

;---------------------------------------------------------------------------
;コンビネーション・立ちC
[Statedef 650]
type    = S
movetype = A
physics = S
juggle = 4
ctrl = 0
anim = 650
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 7
ID = 650
attr = S, NA
animtype  = Up
damage    = ceil(90*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-75*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-2.6*fvar(10)),ceil(-8.4*fvar(11))
air.type = Low
air.velocity = ceil(-2.6*fvar(10)),ceil(-8.4*fvar(11))
fall = 1
fall.recover = 0
yaccel = .45
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 11
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 5

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-65*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-65*fvar(11))
sprpriority = -1

[State 200]
type = PlaySnd
trigger1 = Time = 4
value = 1, 4

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;---------------------------------------------------------------------------
;コンビネーション・屈みB
[Statedef 660]
type    = C
movetype = A
physics = C
ctrl = 0
anim = 660
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Midium
damage = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = M
guardflag = L
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-9*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = ceil(-5.5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2.2*fvar(11))

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 8

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 3
value = 1, 5

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

;---------------------------------------------------------------------------
;コンビネーション・屈みC
[Statedef 670]
type    = C
movetype = A
physics = C
ctrl = 0
anim = 670
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
animtype  = Hard
damage    = ceil(80*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ceil(-4*fvar(10)),ceil(-3*fvar(11))
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 11
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-50*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 11
anim = 7030
ID = 7030
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-50*fvar(11))
sprpriority = -1

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 5
value = 1, 4

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;コンビネーション・空中A
[Statedef 680]
type    = A
movetype = A
physics = A
ctrl = 0
anim = 680
sprpriority = 2

[State 200]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA 
damage = ceil(60*fvar(6)*fvar(7)), 0 
animtype = Light
guardflag = H
hitflag = MA
priority = 3, Hit
pausetime = 8,8
sparkno = S7000
guard.sparkno = S8000
sparkxy = -10, ceil(-80*fvar(11))
hitsound   = S2, var(31)
guardsound = S3, 0
getpower = 15,0
givepower = 15,15
ground.type = High
ground.slidetime = 13
ground.hittime = 13
guard.hittime  = 16
ground.velocity = ceil(-4.5*fvar(10))
air.type = Low
air.velocity = ceil(-2*fvar(10)),ceil(-2*fvar(11))

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 8

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 0
value = 0, 0
channel = 0

[State 200]
type = PlaySnd
trigger1 = Time = 1 && Random < 700 && var(30) = 1
value = 0, 1
channel = 0

[State 400, 4]
type = PlaySnd
trigger1 = Time = 1
value = 1, 4

;---------------------------------------------------------------------------
;下段避け攻撃
[Statedef 700]
type    = S
movetype = A
physics = N
ctrl = 0
anim = 700
sprpriority = 2

[State 300]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 300]
type = velset 
trigger1 = AnimElem = 3
x = ceil(1.8*fvar(10))
y = ceil(-4.6*fvar(11))

[State 200]
type = veladd
trigger1 = Time >= 6
y = .4*fvar(11)

[State 200]
type = HitDef
trigger1 = AnimElem = 7 && var(6)
trigger2 = AnimElem = 9 && var(6)
attr = A, NA
animtype  = Hard
damage = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = H
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-45*fvar(11))
hitsound   = S2, var(31)+4
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(19*fvar(5))
guard.slidetime = 19
guard.hittime = 19
ground.velocity = ceil(-6*fvar(10))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-3*fvar(10)))
air.fall = var(4)-1
fall.recover = 0
yaccel = .4

[State 200]
type = HitDef
trigger1 = AnimElem = 7 && !var(6) && !var(16)
trigger2 = AnimElem = 8 && !var(6)
attr = A, NA
animtype  = Hard
damage = ceil(50*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = H
pausetime = 8,8
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-45*fvar(11))
hitsound   = S2, var(31)+4
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(19*fvar(5))
guard.slidetime = 19
guard.hittime = 19
ground.velocity = ceil(-6*fvar(10))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-3*fvar(10)))
air.fall = var(4)-1
fall.recover = 0
yaccel = .4

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 7
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 6

[State 200]
type = PlaySnd
trigger1 = Time = 12
value = 0, 3
channel = 0

[State 700]
type = PlaySnd
trigger1 = Time = 16
value = 1, 5

[State 200]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 701
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 701]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 701
sprpriority = 2

[State 700]
type = posset
trigger1 = Time = 0
y = 0

[State 700]
type = velset
trigger1 = Time = 0
x = 0
y = 0

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;---------------------------------------------------------------------------
;上段避け攻撃
[Statedef 710]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 710
sprpriority = 2

[State 700]
type = velset
trigger1 = AnimTime = 0
x = 0

[State 200]
type = HitDef
triggerall = var(6) && !var(16)
trigger1 = AnimElem = 6
trigger2 = AnimElem = 6, > 0 && !var(23)
trigger2 = var(54) = 1
attr = S, NA
animtype  = Hard
damage    = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-75*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(19*fvar(5))
guard.slidetime = 19
guard.hittime = 19
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-3*fvar(10)))
air.fall = var(4)-1
fall.recover = 0
yaccel = .4

[State 200]
type = HitDef
triggerall = !var(6) && !var(16)
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = ceil(100*fvar(6)*fvar(7)), 0 
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S7010
guard.sparkno = S8000
sparkxy = -10, ceil(-75*fvar(11))
hitsound   = S2, var(31)+2
getpower = 35,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(19*fvar(5))
guard.slidetime = 19
guard.hittime = 19
ground.velocity = ceil(-5*fvar(10))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-3*fvar(10)))
air.fall = var(4)-1
fall.recover = 0
yaccel = .4

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 11
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 6

[State 1000]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(23) = 0

[State 1000]
type = VarSet
trigger1 = movecontact
trigger2 = movereversed
ignorehitpause = 1
var(23) = 1

[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2
channel = 0

[State 700]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 4

[State 1000]
type = Helper
trigger1 = numhelper(711) = 0
trigger1 = time = 0
id = 711
name = "oshi"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 711
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 260]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;-------------------------------------------------------
;押しヘルパー
[Statedef 711]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 0
anim = 711
sprpriority = 10
ctrl = 0

[State -2]
type = bindtoroot
trigger1 = 1
pos =0,0

[State -2]
type = playerpush
trigger1 = 1
value=1

[State -2]
type = nothitby
trigger1 = 1
value=SCA

[State 1505]
type = destroyself
trigger1 = root,stateno != 710

;---------------------------------------------------------------------------
;シュワルツモーメント
[Statedef 800]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 800
sprpriority = 2

[State 800]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno = 4121 && p2movetype = H
attr = S, NT 
hitflag = M
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdfwd",1,-1)
p2facing = 1
p1stateno = 810 
p2stateno = 820
fall = 0
numhits = 0

[State 800]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno != 4121
attr = S, NT 
hitflag = M- 
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdfwd",1,-1)
p2facing = 1
p1stateno = 810 
p2stateno = 820
fall = 0
numhits = 0

[State 800]
type = ChangeState
trigger1 = AnimTime = 0 && command = "holdy"
value = 225

[State 800]
type = ChangeState
trigger1 = AnimTime = 0 && command != "holdy"
value = 0
ctrl = 1

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

[Statedef 805]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 800
sprpriority = 2

[State 800]
type = HitDef
trigger1 = Time = 0
attr = S, NT 
hitflag = M- 
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = ifelse(backedgedist <= 50,-1,1)
p2facing = 1
p1stateno = 810 
p2stateno = 820
fall = 0

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 400

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

[Statedef 810]
type = S
physics = S
movetype = A
anim = 810
ctrl = 0
sprpriority = 2
poweradd = 35

[State 800]
type = PlaySnd
trigger1 = Time = 11
value = 800, 0
channel = 0

[State 800]
type = PlaySnd
trigger1 = Time = 12
value = 0, 13

[State 800]
type = width
trigger1 = time = 0
edge = 60,0

[State 800]
type = targetbind
trigger1 = AnimElem = 1
pos = 60,0

[State 200]
type = VarSet
trigger1 = Time = 0
var(23) = 0

[State 200]
type = VarSet
triggerall = numtarget
triggerall = Time <= 8
triggerall = target,command = "holdfwd" || target,command = "holdback"
trigger1 = target,command = "y"
trigger2 = target,command = "z"
trigger3 = target,command = "ax"
var(23) = 1

[State 200]
type = TargetState
triggerall = numtarget
triggerall = var(23) = 1
trigger1 = Time = 11
value = 830

[State 200]
type = ChangeState
triggerall = numtarget
trigger1 = target,stateno = 830
value = 840

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 811

;--------------------------------
[Statedef 811]
type    = A
movetype = A
physics = N
juggle = 4
ctrl = 0
anim = 811
sprpriority = 2

[State 1100]
type = velset
trigger1 = AnimElem = 1
x = -.2*fvar(10)
y = ceil(-2*fvar(11))

[State 1100]
type = veladd
trigger1 = AnimElem = 3, >= 0
y = .4*fvar(11)

[State 200]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
ID = 800
animtype  = Up
damage    = ceil(70*fvar(6)*fvar(7)), 0 
hitflag = M
guardflag = N
priority = 7, Hit
pausetime = 2,8
sparkno = S7020
guard.sparkno = S8000
sparkxy = -10, ceil(-40*fvar(11))
hitsound   = S2, 8
getpower = 0
givepower = 5,5
guardsound = S3, 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = ceil(-2.5*fvar(10)),ceil(-10*fvar(11))
air.type = Low
air.velocity = ceil(-2.5*fvar(10)),ceil(-10*fvar(11))
fall = 1
fall.recover = 0
yaccel = .45

[State 200]
type = HitDef
trigger1 = AnimElem = 2
ID = 800
attr = S, NA
animtype  = Up
damage    = ceil(70*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = N
priority = 7, Hit
pausetime = 2,8
sparkno = S7020
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S2, 9
getpower = 0
givepower = 5,5
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-2.5*fvar(10)),ceil(-10*fvar(11))
air.type = Low
air.velocity = ceil(-2.5*fvar(10)),ceil(-10*fvar(11))
fall = 1
fall.recover = 0
yaccel = .45

[State 200]
type = HitDef
trigger1 = AnimElem = 3
ID = 800
attr = S, NA
animtype  = Up
ID = 800
damage = ceil(70*fvar(6)*fvar(7)), 0 
hitflag = MAF
guardflag = MA
priority = 7, Hit
pausetime = 2,4
sparkno = S6040
guard.sparkno = S8000
sparkxy = -20, ceil(-90*fvar(11))
hitsound   = S1, 0
getpower = 0
givepower = 5,5
guardsound = S3, 1
ground.type = High
ground.slidetime = 19
ground.hittime = 20
ground.velocity = ceil(-2.5*fvar(10)),ceil(-10*fvar(11))
air.type = Low
air.velocity = ceil(-2.5*fvar(10)),ceil(-10*fvar(11))
fall = 1
fall.recover = 0
yaccel = .45
palfx.time = 72
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 800]
type = Helper
trigger1 = numtarget(800)
trigger1 = numhelper(6030) = 0
trigger1 = target(800),stateno = [5000,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 1
anim = 7040
ID = 7040
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-60*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && var(5)
triggerall = target,stateno = [5000,5010]
trigger1 = hitpausetime = 1
anim = 7040
ID = 7040
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-60*fvar(11))
sprpriority = -1

[State 1000]
type = Explod
trigger1 = AnimElem = 1
anim = 6057
id = 6057
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 21
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

[State 1100]
type = varset
trigger1 = AnimElem = 2, >= 0
trigger1 = movehit
var(11) = 1

[State 800]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 1
channel = 1

[State 800]
type = StopSnd
trigger1 = AnimElem = 6
channel = 1

[State 1000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 812

[Statedef 812]
type = S
physics = S
anim = 812
ctrl = 0

[State 800]
type = posset
trigger1 = time = 0
y = 0

[State 800]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;--------------------------------
[Statedef 820]
type = S
movetype = H
physics = S
ctrl = 0
facep2 = 1
sprpriority = 1

[State 800]
type = StateTypeSet
trigger1 = Time = 24
movetype = I

[State 800]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 800]
type = changeanim2
trigger1 = time = 0
value = 820

[State 800]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
[Statedef 830]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 1

[State 800]
type = velset
trigger1 = time = [1,12]
x = -1

[State 800]
type = NotHitby
trigger1 = 1
value = SCA

[State 800]
type = Turn
trigger1 = facing = 1
trigger1 = enemy,facing = 1
trigger2 = facing = -1
trigger2 = enemy,facing = -1

[State 800]
type = posset
trigger1 = time = 0
y = 0

[State 800]
type = changeanim
trigger1 = time = 0
trigger1 = SelfAnimExist(5945)
value = 5945

[State 800]
type = changeanim
trigger1 = time = 0
trigger1 = !SelfAnimExist(5945)
value = 150

[State 821, 4] 
type = SelfState
trigger1 = Time = 27
value = 0
ctrl = 1

;--------------------------------
[Statedef 840]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 1

[State 800]
type = Turn
trigger1 = time = 0

[State 800]
type = velset
trigger1 = time = [1,12]
x = -1

[State 800]
type = NotHitby
trigger1 = 1
value = SCA

[State 800]
type = changeanim
trigger1 = time = 0
value = 5945

[State 800]
type = Explod
trigger1 = Time = 2
anim = 8400
ignorehitpause = 1
postype = p2
pos = 30,-70
scale = fvar(10),fvar(11)
ownpal = 1
sprpriority = 4

[State 800]
type = Turn
trigger1 = time = 0

[State 800]
type = PlaySnd
trigger1 = Time = 1
value = 800, 2
channel = 0

[State 800]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4] 
type = SelfState
trigger1 = Time = 28
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;弱・シュワルツパンツァー
[Statedef 1100]
type = S
movetype = A
physics = N
velset = 0,0
juggle  = 3
anim = 1100
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 1000]
type = PowerAdd
trigger1 = prevstateno != [150,153]
trigger1 = Time = 0
value = ceil(100*fvar(6))

[State 1100]
type = velset
trigger1 = AnimElem = 1
x = ceil(2*fvar(10))

[State 1100]
type = velset
trigger1 = AnimElem = 11
x = ceil(10*fvar(10))

[State 1100]
type = veladd
trigger1 = AnimElem = 11, >= 0
trigger1 = movecontact
x = ceil(-1*fvar(10))

[State 800]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 6
channel = 4

[State 800]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1100, 0

[State 1000]
type = HitDef
triggerall = !var(16) || var(6)
trigger1 = AnimElem = 11 && var(11)
trigger2 = AnimElem = 11, > 0 && var(11) && movecontact = 0
trigger2 = var(54) = 1
attr = S, SA
animtype  = Hard
id = 1100
damage = ceil(180*fvar(6)*fvar(7)), 18
hitflag = MA
guardflag = M
priority = 5, Hit
pausetime = 16,16
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-55*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-5.4*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 39*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
triggerall = !var(16) || var(6)
trigger1 = AnimElem = 11 && !var(11)
trigger2 = AnimElem = 11, > 0 && !var(11) && !var(23)
trigger2 = var(54) = 1
attr = S, SA
animtype  = Hard
id = 1100
damage = ceil(180*fvar(6)*fvar(7)), 18
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 16,16
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-55*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-5.4*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 39*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(23) = 0

[State 1000]
type = VarSet
trigger1 = movecontact
trigger2 = movereversed
ignorehitpause = 1
var(23) = 1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 15
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 14

[State 1000]
type = Explod
trigger1 = AnimElem = 11
trigger1 = numexplod(6070) = 0
anim = 6070
postype = p1
pos = ceil(-40*fvar(10)),0
sprpriority = 5
ownpal = 1
bindtime = 1
shadow = 0
vel = -.9*fvar(10),0
ignorehitpause = 1
;removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6070

[State 800]
type = Helper
trigger1 = numtarget(1100)
trigger1 = numhelper(6030) = 0
trigger1 = target(1100),stateno = [5000,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 800]
type = Helper
trigger1 = AnimElem = 11
id = 6070
name = "panzer"
postype = p1
pos = 0,0
stateno = 6070
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1110

[Statedef 1110]
type = S
physics = S
anim = 1110
ctrl = 0

[State 1000]
type = Explod
trigger1 = AnimElem = 1
anim = 6070
postype = p1
pos = ceil(-20*fvar(10)),0
sprpriority = 4
ownpal = 1
bindtime = 1
shadow = 0
vel = -.9*fvar(10),0
ignorehitpause = 1
removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6070

[State 1100]
type = veladd
trigger1 = time = [1,10]
x = -.6*fvar(10)

[State 1100]
type = velset
trigger1 = time = 10
x = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1101]
type = S
movetype = I
physics = S
velset = 0,0
anim = 99
ctrl = 0

[State 1100]
type = ChangeState
trigger1 = var(6) && (P2BodyDist Y = [-120*fvar(11),-40*fvar(11)]) && prevstateno = 1100
value = 1200

[State 1100]
type = ChangeState
trigger1 = var(6) && enemy,vel Y > 0 && (P2BodyDist X = [-20*fvar(10),50*fvar(10)]) && prevstateno != 1100
trigger1 = (P2BodyDist Y = [-100*fvar(11),-40*fvar(11)])
value = 1220

[State 1100]
type = ChangeState
trigger1 = !var(6) && enemy,vel Y > 0 && (P2BodyDist Y = [-120*fvar(11),-40*fvar(11)]) && prevstateno != 3300 && prevstateno != 3200
trigger2 = !var(6) && AnimElem = 15 && prevstateno = 3300
trigger3 = !var(6) && AnimElem = 8 && prevstateno = 3200
trigger4 = var(6) && enemy,vel Y > 0 && (P2BodyDist X = [51*fvar(10),120*fvar(10)]) && prevstateno != 1100
trigger4 = (P2BodyDist Y = [-120*fvar(11),-40*fvar(11)])
value = 1100

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = inguarddist
trigger3 = enemy,ctrl
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強・シュワルツパンツァー
[Statedef 1120]
type = S
movetype = A
physics = N
velset = 0,0
juggle  = 2
anim = 1120
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 1000]
type = PowerAdd
trigger1 = prevstateno != [150,153]
trigger1 = Time = 0
value = ceil(100*fvar(6))

[State 1100]
type = velset
trigger1 = AnimElem = 7
x = .2*fvar(10)

[State 1100]
type = velset
trigger1 = AnimElem = 23
x = ceil(11*fvar(10))

[State 1100]
type = veladd
trigger1 = AnimElem = 23, >= 0
trigger1 = movecontact
x = -.3*fvar(10)

[State 800]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 6
channel = 4

[State 800]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1100, 1

[State 1100]
type = varset
trigger1 = Time = 0
var(12) = 0

[State 1100]
type = varset
triggerall = Time = [16,32]
trigger1 = command = "ax" || command = "z"
trigger2 = var(9) && moveguarded
var(12) = 1

[State 1000]
type = HitDef
triggerall = var(11)
triggerall = !var(16) || var(6)
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
attr = S, SA
animtype  = Hard
id = 1120
damage = ceil(90*fvar(6)*fvar(7)), 9
hitflag = MA
guardflag = M
pausetime = 2,2
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-65*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
ground.velocity = ceil(1*fvar(10))
air.type = Low
air.velocity = ceil(-4.2*fvar(10)),ceil(-5.5*fvar(11))
fall = 0
fall.recover = 0
yaccel = .4
palfx.time = 18*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
triggerall = !var(11)
triggerall = !var(16) || var(6)
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
attr = S, SA
animtype  = Hard
id = 1120
damage = ceil(90*fvar(6)*fvar(7)), 9
hitflag = MAF
guardflag = M
pausetime = 2,2
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-65*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
ground.velocity = ceil(1*fvar(10))
air.type = Low
air.velocity = ceil(-4.2*fvar(10)),ceil(-5.5*fvar(11))
fall = 0
fall.recover = 0
yaccel = .4
palfx.time = 18*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
triggerall = !var(16) || var(6)
trigger1 = AnimElem = 23 && var(11)
trigger2 = AnimElem = 23, > 0 && var(11) && !var(23)
trigger2 = var(54) = 1
trigger3 = AnimElem = 23, > 0 && var(11) && var(6)
trigger3 = var(54) = 1
attr = S, SA
animtype  = Hard
id = 1100
damage = ceil(90*fvar(6)*fvar(7)), 9
hitflag = MA
guardflag = M
priority = 5, Hit
pausetime = 16,16
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-55*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-5.4*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 39*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
triggerall = !var(16) || var(6)
trigger1 = AnimElem = 23 && !var(11)
trigger2 = AnimElem = 23, > 0 && !var(11) && !var(23)
trigger2 = var(54) = 1
trigger3 = AnimElem = 23, > 0 && !var(11) && var(6)
trigger3 = var(54) = 1
attr = S, SA
animtype  = Hard
id = 1100
damage = ceil(90*fvar(6)*fvar(7)), 9
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 16,16
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-55*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-5.4*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5.2*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.4*fvar(11)))
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 39*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(23) = 0

[State 1000]
type = VarSet
trigger1 = movecontact
trigger2 = movereversed
ignorehitpause = 1
var(23) = 1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && !var(41)
trigger1 = AnimElem = 16, <= 0
ignorehitpause = 1
fvar(4) = 4

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 15
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 6

[State 1000]
type = VarSet
trigger1 = AnimElem = 23, > 0
trigger1 = var(6) && hitpausetime = 15
ignorehitpause = 1
var(6) = 0

[State 1000]
type = Explod
trigger1 = AnimElem = 23
trigger1 = numexplod(6070) = 0
anim = 6070
postype = p1
pos = ceil(-40*fvar(10)),0
sprpriority = 5
ownpal = 1
bindtime = 1
shadow = 0
vel = -.9*fvar(10),0
ignorehitpause = 1
;removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6070

[State 1000]
type = Explod
trigger1 = AnimElem = 7
trigger1 = numexplod(6072) = 0
anim = 6072
postype = p1
pos = ceil(-20*fvar(10)),0
sprpriority = 4
ownpal = 1
bindtime = -1
shadow = 0
vel = 0,0
ignorehitpause = 1
removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6072

[State 800]
type = Helper
trigger1 = numtarget(1100)
trigger1 = numhelper(6030) = 0
trigger1 = target(1100),stateno = [5000,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 800]
type = Helper
trigger1 = AnimElem = 23
id = 6070
name = "panzer"
postype = p1
pos = 0,0
stateno = 6070
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = ChangeState
trigger1 = AnimElem = 23
trigger1 = var(12) = 1
value = 1150

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1130

[Statedef 1130]
type = S
physics = S
anim = 1130
ctrl = 0

[State 1000]
type = Explod
trigger1 = AnimElem = 1
anim = 6070
postype = p1
pos = ceil(-10*fvar(10)),0
sprpriority = 4
ownpal = 1
bindtime = 1
shadow = 0
vel = -.9*fvar(10),0
ignorehitpause = 1
removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6070

[State 1100]
type = veladd
trigger1 = time = [1,10]
x = -.6*fvar(10)

[State 1100]
type = velset
trigger1 = time = 10
x = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;---------------------------------------------------------------------------
;強・シュワルツパンツァーBR
[Statedef 1150]
type = S
physics = S
anim = 1150
ctrl = 0

[State 800]
type = StopSnd
trigger1 = AnimElem = 1
channel = 4

[State 1000]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 6070

[State 1100]
type = velset
trigger1 = time = 1
x = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 1205]
type = A
movetype = A
physics = N
juggle  = 4
velset = ceil(5*root,fvar(10)),ceil(6.5*root,fvar(11))
ctrl = 0
sprpriority = -1

[State 1000]
type = ChangeAnim2
trigger1 = Time = 0
value = 6066

[State 1000]
type = sprpriority
trigger1 = Time = 2
value = 2

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
var(6) = 1

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 1000]
type = Hitby
trigger1 = 1
value = ,AP

[State 1000]
type = NotHitby
trigger1 = 1
value = ,AA,AT

[State 1000]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AP,AA,AT
ignorehitpause =1
stateno = 1240

[State 1000]
type = HitDef
trigger1 = Anim = 6066 && root,var(6) && movecontact = 0
attr = A, SP
animtype  = Hard
damage = ceil(60*root,fvar(6)*root,fvar(7)*root,fvar(3)), 6
hitflag = MAFD
guardflag = M
pausetime = 2,12
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-7*root,fvar(10))
ground.velocity = ceil(-7*root,fvar(10))
air.type = High
air.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(7*root,fvar(11)))
air.fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 28*root,var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
trigger1 = Anim = 6066 && !root,var(6) && movecontact = 0 && !root,var(16)
attr = A, SP
animtype  = Hard
damage = ceil(60*root,fvar(6)*root,fvar(7)*root,fvar(3)), 6
hitflag = MAF
guardflag = M
pausetime = 2,12
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-7*root,fvar(10))
ground.velocity = ceil(-7*root,fvar(10))
air.type = High
air.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(7*root,fvar(11)))
air.fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 28*root,var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = TargetState
triggerall = NumTarget
trigger1 = movehit && target,statetype = A
ignorehitpause = 1
value = 1260

[State 1000]
type = Helper
trigger1 = numtarget
trigger1 = numhelper(6030) = 0 && target,statetype = A
trigger1 = target,stateno = 1260 || target,stateno = [5030,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = target,authorname = "abuhachi"
triggerall = target,name = "grant" || target,name = "kain"
triggerall = root,var(4) = 2 && target,statetype != A && target,stateno = [5000,5050]
trigger1 = movehit
ignorehitpause = 1
value = 9000

[State 1000]
type = ParentVarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && root,var(41) = 0
ignorehitpause = 1
fvar(4) = 14

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(4) = 2
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(6) = 1

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1

[State 1000]
type = ParentVarSet
type = varset
trigger1 = root,var(6) = 2 && movehit
ignorehitpause = 1
var(6) = 0

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = NumExplod(8030) = 0
trigger1 = target,statetype != A && !root,var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 4000]
type = DestroySelf
trigger1 = time = 300

[State 1000]
type = ChangeState
trigger1 = movecontact
trigger2 = movetype != A
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 0
ignorehitpause = 1
value = 1240

;----------------------------------
[Statedef 1210]
type = S
physics = S
anim = 1210
ctrl = 0

[State 800]
type = PlaySnd
trigger1 = time = 1
value = 1, 3

[State 1100]
type = posset
trigger1 = time = 0
y = 0

[State 1100]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

[Statedef 1221]
type = S
movetype = I
physics = S
velset = 0,0
anim = 99
ctrl = 0

[State 1100]
type = ChangeState
trigger1 = Time = 7 && p2statetype = A && prevstateno != 3200
trigger2 = (p2bodydist Y = [-100*fvar(11),-60*fvar(11)]) && p2statetype = A && prevstateno = 3200
trigger2 = p2bodydist X <= 60*fvar(10)
value = 1220

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = AnimElem = 8
trigger3 = inguarddist
trigger4 = enemy,ctrl
value = 0
ctrl = 1

;----------------------------------
[Statedef 1225]
type = A
movetype = A
physics = N
juggle  = 4
velset = ceil(5*root,fvar(10)),ceil(6.5*root,fvar(11))
ctrl = 0
sprpriority = -1

[State 1000]
type = ChangeAnim2
trigger1 = Time = 0
value = 6066

[State 1000]
type = sprpriority
trigger1 = Time = 2
value = 2

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
var(6) = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
ignorehitpause =1
var(4) = 1

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 1000]
type = Hitby
trigger1 = 1
value = ,AP

[State 1000]
type = NotHitby
trigger1 = 1
value = ,AA,AT

[State 1000]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AP,AA,AT
ignorehitpause =1
stateno = 1240

[State 1000]
type = HitDef
trigger1 = Anim = 6066 && root,var(6) && movecontact = 0 
attr = A, SP
animtype  = Hard
damage = ceil(40*root,fvar(6)*root,fvar(7)*root,fvar(3)), 4
hitflag = MAFD
guardflag = M
pausetime = 2,12
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-7*root,fvar(10))
ground.velocity = ceil(-7*root,fvar(10))
air.type = High
air.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(7*root,fvar(11)))
air.fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 28*root,var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
trigger1 = Anim = 6066 && !root,var(6) && movecontact = 0 
attr = A, SP
animtype  = Hard
damage = ceil(40*root,fvar(6)*root,fvar(7)*root,fvar(3)), 4
hitflag = MAF
guardflag = M
pausetime = 2,12
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-7*root,fvar(10))
ground.velocity = ceil(-7*root,fvar(10))
air.type = High
air.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(7*root,fvar(11)))
air.fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 28*root,var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = TargetState
triggerall = NumTarget
trigger1 = movehit && target,statetype = A
ignorehitpause = 1
value = 1260

[State 1000]
type = Helper
trigger1 = numtarget
trigger1 = numhelper(6030) = 0 && target,statetype = A
trigger1 = target,stateno = 1260 || target,stateno = [5030,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = target,authorname = "abuhachi"
triggerall = target,name = "grant" || target,name = "kain"
triggerall = root,var(4) = 2 && target,statetype != A && target,stateno = [5000,5050]
trigger1 = movehit
ignorehitpause = 1
value = 9000

[State 1000]
type = ParentVarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && root,var(41) = 0
ignorehitpause = 1
fvar(4) = 7

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(4) = 2
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(6) = 1

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1

[State 1000]
type = ParentVarSet
type = varset
trigger1 = root,var(6) = 2 && movehit
ignorehitpause = 1
var(6) = 0

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = NumExplod(8030) = 0
trigger1 = target,statetype != A && !root,var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 4000]
type = DestroySelf
trigger1 = time = 300

[State 1000]
type = ChangeState
trigger1 = movecontact
trigger2 = movetype != A
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 0
ignorehitpause = 1
value = 1240

;----------------------------------
[Statedef 1230]
type = S
physics = S
anim = 1230
ctrl = 0

[State 800]
type = PlaySnd
trigger1 = time = 1
value = 1, 3

[State 1100]
type = posset
trigger1 = time = 0
y = 0

[State 1100]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 1240]
type = A
movetype = I
physics = N
anim = 9999
juggle  = 4
velset = 0,0
ctrl = 0
sprpriority = -1

[State 1000]
type = NotHitby
trigger1 = 1
value = SCA,AP,AA,AT

[State 1000]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = root,win
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 10500
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !root,var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
trigger1 = Time = 0
anim = 6067
id = 6067
ignorehitpause = 1
postype = p1
bindtime = 1
pos = 0,-10
ownpal = 1
sprpriority = 99
scale = root,fvar(10),root,fvar(11)

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(4) = 2
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(6) = 1

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 5110, 6]
type = PlaySnd
trigger1 = NumTarget
trigger1 = Target,Time = 2 && Target,StateNo = 1262
;trigger1 = !SysVar(0)
value = S5100, 1

[State 5110, 6]
type = EnvShake
trigger1 = NumTarget
trigger1 = Target,Time = 2 && Target,StateNo = 1262
time = 18
ampl = 2
freq = 60

[State 5100, 8]
type = Explod
trigger1 = NumTarget
trigger1 = Target,Time = 2 && Target,StateNo = 1262
;trigger1 = !SysVar(0)
anim = 7050
ignorehitpause = 0
postype = p2
pos = 0,10
scale = root,fvar(10),root,fvar(11)
ownpal = 1
sprpriority = -1

[State 1000]
type = DestroySelf
trigger1 = !NumTarget

;---------------------------------------------------------------------------
;シュワルツランツェBR
[Statedef 1250]
type = S
movetype = I
physics = S
anim = 1250
velset = 0,0
ctrl = 0

[State 1100]
type = velset
trigger1 = time = [1,11]
x = ceil(1*fvar(10))

[State 1100]
type = posset
trigger1 = time = 0
y = 0

[State 1100]
type = StopSnd
trigger1 = Time = 10
channel = 4

[State 3000]
type = RemoveExplod
trigger1 = Time = 1
id = 6530

[State 1100]
type = AfterImage
trigger1 = AnimElem = 1
time = 8
palbright = 0,0,0
palcontrast = 156,156,256
paladd = 0,0,0
palmul = 1.0,1.0,1.0
length = 10
framegap = 4
timegap = 1
persistent = 0
ignorehitpause = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1


;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 1260]
type    = A
movetype= H
physics = N
velset =0,0

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[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, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 1261

[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

[State 5030, 2]
type = VelSet
trigger1 = backedgedist < 10
x = 0

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 1261]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = AnimTime = 0 && Anim = 5030
value = 5050

[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, 2]
type = VelSet
trigger1 = backedgedist < -30
x = 0

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = Vel Y > 0    ;Hit ground
trigger1 = Pos Y >= 10  ;.
value = 1262

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 1262]
type    = L
movetype= H
physics = N

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
trigger1 = time = 1
value = 5160

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

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

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

[State 5110, 8]
type = VelSet
trigger1 = Time = 1
x = -4
y = -4

[State 5110, 8]
type = VelAdd
trigger1 = Time > 1
y = .5

[State 5035, 4]
type = SelfState
triggerall = HitFall
trigger1 = Time > 6
trigger1 = Vel Y > 0    ;Hit ground
trigger1 = Pos Y >= 10  ;.
value = 5110

;-----------------------------------------------------------
;ダウン回避A
[Statedef 2000]
type = L
movetype = I
physics = N
velset = 0,0
ctrl = 0

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5112]
trigger1 = anim != [5171,5172]
value = 2000

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5111 || anim = 5171
trigger2 = anim = 5112 || anim = 5172
value = 2001

[State 2000]
type = NotHitby
trigger1 = 1
value = SCA

[State 2000]
type = VelSet
trigger1 = AnimElem = 4
x = ceil(2.5*fvar(10))

[State 2000]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
trigger1 = !var(50)
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(50) = 0
trigger2 = var(9) > 0
value = 0
ctrl = 1

;-----------------------------------------------------------
;ダウン回避B
[Statedef 2010]
type = L
movetype = I
physics = N
velset = 0,0
ctrl = 0

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5112]
trigger1 = anim != [5171,5172]
value = 2010

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5111 || anim = 5171
trigger2 = anim = 5112 || anim = 5172
value = 2011

[State 2000]
type = NotHitby
trigger1 = 1
value = SCA

[State 2000]
type = VelSet
trigger1 = AnimElem = 2
x = ceil(-2.7*fvar(10))

[State 2000]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
trigger1 = !var(50)
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(50) = 0
trigger2 = var(9) > 0
value = 0
ctrl = 1

;-----------------------------------------------------------
;ダウン回避C
[Statedef 2020]
type = L
movetype = I
physics = N
velset = 0,0
ctrl = 0

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5112]
trigger1 = anim != [5171,5172]
value = 2000

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5111 || anim = 5171
trigger2 = anim = 5112 || anim = 5172
value = 2001

[State 2000]
type = NotHitby
trigger1 = 1
value = SCA

[State 2000]
type = VelSet
trigger1 = AnimElem = 4
x = ceil(5*fvar(10))

[State 2000]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
trigger1 = !var(50)
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(50) = 0
trigger2 = var(9) > 0
value = 0
ctrl = 1

;-----------------------------------------------------------
;ダウン回避D
[Statedef 2030]
type = L
movetype = I
physics = N
velset = 0,0
ctrl = 0

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5112]
trigger1 = anim != [5171,5172]
value = 2010

[State 2000]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5111 || anim = 5171
trigger2 = anim = 5112 || anim = 5172
value = 2011

[State 2000]
type = NotHitby
trigger1 = 1
value = SCA

[State 2000]
type = VelSet
trigger1 = AnimElem = 2
x = ceil(-5*fvar(10))

[State 2000]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
trigger1 = !var(50)
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(50) = 0
trigger2 = var(9) > 0
value = 0
ctrl = 1

;-----------------------------------------------------------
;パンツァー・フェイント
[Statedef 2100]
type = S
movetype = A
anim = 2100
physics = S
ctrl = 0

[State 2000]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1
channel = 0

[State 2000]
type = CtrlSet
triggerall = Time = 10
trigger1 = !var(9) && command != "holdfwd"
trigger2 = var(9)
value = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;-----------------------------------------------------------
;アーテム・フェイント
[Statedef 2200]
type = S
movetype = A
anim = 2200
physics = S
ctrl = 0

[State 2000]
type = PlaySnd
trigger1 = Time = 0
value = 0, 9
channel = 0

[State 2000]
type = ChangeState
triggerall = Time = 10
trigger1 = var(9) && (p2stateno = [150,153]) && prevstateno = 650
trigger1 = p2bodydist X < 25*fvar(10) && Random <= 120*var(9)
value = 225

[State 2000]
type = ChangeState
triggerall = Time = 10
trigger1 = var(9) && (p2stateno = [150,153]) && prevstateno = 650
trigger1 = (p2bodydist X = [25*fvar(10),40*fvar(10)]) && Random <= 120*var(9)
value = 410

[State 2000]
type = CtrlSet
trigger1 = Time = 10
trigger1 = !var(9) && command != "holddown"
trigger2 = var(9) && Time = 11
value = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;-----------------------------------------------------------
;空中JD
[Statedef 2500]
type = A
movetype = I
anim = 2500
velset = 0,0
ctrl = 0

[State 150]
type = Lifeadd
trigger1 = Time = 0
value = ceil(const(data.life)*1/100)
ignorehitpause = 1

[State 2500]
type = NotHitby
trigger1 = 1
value = SCA,AA,AP,AT

[State 2500]
type = Pause
trigger1 = time = 0
time = 6
movetime = 1

[State 150]
type = PlaySnd
trigger1 = Time = 0
value = 150,0

[State -2]
type = Explod
trigger1 = NumExplod(8625) = 0
trigger1 = Time = 0
trigger1 = TeamSide = 1
anim = 8625
id = 8625
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = -1
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
trigger1 = NumExplod(8620) = 0
trigger1 = Time = 0
trigger1 = TeamSide = 2
anim = 8620
id = 8620
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = -1
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 150]
type = Explod
trigger1 = Time = 0
anim = 8020
ID = 8020
ignorehitpause = 1
facing = 1
bindtime = 1
postype = p1
pausemovetime = -1
pos = 10,ceil(-80*fvar(11))
sprpriority = 99

[State 150]
type = PalFX
trigger1 = Time = 0
time = 4
add = 100,200,255
mul = 100,200,255
sinadd = 100,200,255,-50

[State 1000]
type = VarSet
trigger1 = time = 0
var(52) = GetHitVar(hittime)
ignorehitpause = 1

[State 1000]
type = VarAdd
trigger1 = time > 0 && var(52)
var(52) = -1
ignorehitpause = 0

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 2510

;-----------------------------------------------------------
[Statedef 2510]
type = A
movetype = I
anim = 2510
ctrl = 0

[State 2000]
type = VelSet
trigger1 = Time = 0
x = ceil(-3*fvar(10))
y = ceil(-3*fvar(11))

[State 1000]
type = VarAdd
trigger1 = time > 0 && var(52)
var(52) = -1
ignorehitpause = 0

[State 2000]
type = CtrlSet
trigger1 = var(52) < 3
ignorehitpause = 1
value = 1

[State 2000]
type = VelAdd
trigger1 = Time > 1
y = .48*fvar(11)

[State 200]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2520

;-----------------------------------------------------------
[Statedef 2520]
type= S
movetype = I
physics = S
anim = 2520
velset = 0,0
ctrl = 0

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

[State 52, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,3

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

;--------------------------------------------------------------------------------
;ヒムリッシュゼーレ
[Statedef 3100]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 3100
poweradd = -1000
sprpriority = 2
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 3000]
type = NotHitby
trigger1 = Time = 0
time = 41
value = SCA

[State 3000]
type = SuperPause
trigger1 = AnimElem = 3
time = 35
anim = -1
sound = S3000,0
sprpriority = -2
pos = ceil(-10*fvar(10)),ceil(-125*fvar(10))
movetime = 35
darken = 0
p2defmul = 1
unhittable = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 3
anim = 8300
sprpriority = -99
postype = p1
pos = ceil(-5*fvar(10)),ceil(-55*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 31
supermovetime = 99999999
ignorehitpause = 0
ownpal = 1
scale = fvar(10),fvar(11)

[State 3000]
type = Explod
trigger1 = AnimElem = 6, = 5
anim = 8310
sprpriority = 99
postype = p1
pos = ceil(-5*fvar(10)),ceil(-55*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 19
supermovetime = 99999999
ignorehitpause = 0
ontop = 1
ownpal = 1
scale = fvar(10),fvar(11)

[State 1000]
type = Helper
trigger1 = AnimElem = 15
ID = 3150
name= "seele1"
ignorehitpause = 1
postype = p1
pos = ceil(20*fvar(10)),ceil(-65*fvar(11))
stateno = 3150
ownpal = 1
sprpriority = 4

[State 1000]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
palbright = 0,0,0
palcontrast = 156,156,256
paladd = 0,0,0
palmul = 1.0,1.0,1.0
length = 10
framegap = 1
timegap = 1
persistent = 0
ignorehitpause = 1

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0, 11
channel = 4

[State 3000]
type = EnvColor
trigger1 = Time = [0,31]
value = 0,0,0
time = 1
ignorehitpause = 1
under = 1

[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 3160]
type = A
movetype = I
anim = 6092
physics = N
ctrl = 0
sprpriority = 3

[State 1000]
type = NotHitby
trigger1 = 1
value = SCA,AP,AA,AT

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 1000]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = root,win
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 11000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget
ignorehitpause = 1
var(15) = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !root,var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-50*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3000]
type = StopSnd
trigger1 = Time = 1
channel = 5

[State 1000]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------
[Statedef 3250]
type = A
movetype = A
physics = N
juggle  = 2
velset = 0,ceil(10*root,fvar(11))
ctrl = 0
sprpriority = 3

[State 1000]
type = ChangeAnim2
trigger1 = Time = 0
value = 6080

[State 1000]
type = PosAdd
trigger1 = Time = 0
trigger1 = FrontEdgeDist <= 0
x = ceil(-25*root,fvar(11))

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
var(6) = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
ignorehitpause =1
var(4) = 1

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 1000]
type = NotHitby
trigger1 = 1
value = SCA

[State 1000]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AP,AA,AT
ignorehitpause =1
stateno = 1240

[State 1000]
type = HitDef
trigger1 = Anim = 6080 && root,var(6) 
attr = S, HP
animtype  = Hard
damage = ceil(180*root,fvar(6)*root,fvar(7)*root,fvar(3)), 18
hitflag = MAFD
guardflag = M
pausetime = 2,18
sparkno = S7020
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S3000, 4
getpower = 0,0
givepower = 50,50
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-6.3*root,fvar(10))
ground.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4.2*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(-6.5*root,fvar(11)))
air.type = High
air.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4.2*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(-6.5*root,fvar(11)))
fall = 1
fall.recover = 0
yaccel = .3+.05*root,var(4)

[State 1000]
type = HitDef
trigger1 = Anim = 6080 && !root,var(6) && !root,var(16)
attr = S, HP
animtype  = Hard
damage = ceil(180*root,fvar(6)*root,fvar(7)*root,fvar(3)), 18
hitflag = MAF
guardflag = M
pausetime = 2,18
sparkno = S7020
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S3000, 4
getpower = 0,0
givepower = 50,50
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-6.3*root,fvar(10))
ground.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4.2*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(-6.5*root,fvar(11)))
air.type = High
air.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-4.2*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(-6.5*root,fvar(11)))
fall = 1
fall.recover = 0
yaccel = .3+.05*root,var(4)

[State 3000]
type = EnvColor
trigger1 = movehit = 1
trigger1 = hitpausetime = 1
trigger1 = enemy,stateno = [5000,5030]
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1

[State 1000]
type = ParentVarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && root,var(41) = 0
ignorehitpause = 1
fvar(4) = 24

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = NumExplod(8640) || NumExplod(8645)
trigger1 = Target,stateno = [5000,5099]
trigger1 = Target,GetHitVar(hitcount) = 1
ignorehitpause = 1
var(6) = 1

[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1

[State 1000]
type = ParentVarSet
trigger1 = root,var(6) = 2 && movehit
ignorehitpause = 1
var(6) = 0

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && !root,var(5)
triggerall = target,stateno = [5000,5010]
triggerall = target,statetype != A
trigger1 = hitpausetime = 1
anim = 7060
ID = 7060
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-70*root,fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1
triggerall = numtarget && root,var(5)
triggerall = target,stateno = [5000,5010]
triggerall = target,statetype != A
trigger1 = hitpausetime = 1
anim = 7060
ID = 7060
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-70*root,fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3000]
type = ParentVarSet
trigger1 = !NumTarget
trigger1 = enemy,movetype != H
fvar(3) = 1.0

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [1,2]
fvar(3) = .9

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [3,4]
fvar(3) = .8

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [5,6]
fvar(3) = .7

[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) = [7,8]
fvar(3) = .6

[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) >= 9
fvar(3) = .5

[State 4000]
type = DestroySelf
trigger1 = time = 300

[State 1000]
type = ChangeState
trigger1 = movecontact
trigger2 = movetype != A
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 0
ignorehitpause = 1
value = 3060

;--------------------------------------------------------------------------------
;潜在ヒムリッシュゼーレ
[Statedef 3300]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 3300
poweradd = -2000
sprpriority = 2
ctrl = 0


[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 3000]
type = NotHitby
trigger1 = Time = 0
time = 70
value = SCA

[State 3000]
type = SuperPause
trigger1 = AnimElem = 3
time = 63
anim = -1
sound = S3000,0
sprpriority = -2
pos = ceil(-10*fvar(10)),ceil(-125*fvar(10))
movetime = 63
darken = 0
p2defmul = 1
unhittable = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 6, = 1
anim = 8330
sprpriority = -99
postype = p1
pos = ceil(-5*fvar(10)),ceil(-55*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 60
supermovetime = 99999999
ignorehitpause = 0
ownpal = 1
scale = fvar(10),fvar(11)

[State 3000]
type = Explod
trigger1 = AnimElem = 6, = 1
anim = 8340
sprpriority = 99
postype = p1
pos = ceil(-5*fvar(10)),ceil(-55*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 60
supermovetime = 99999999
ignorehitpause = 0
ontop = 1
ownpal = 1
scale = fvar(10),fvar(11)

[State 3100]
type = Explod
trigger1 = time = 0
anim = 8320
sprpriority = -8
postype = left
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 60
supermovetime = 99999999
ignorehitpause = 0
under = 0
ownpal = 1
scale = ifelse(var(35),1.375,1.1),1.1

[State 1000]
type = Helper
trigger1 = AnimElem = 15
ID = 3350
name= "seele2"
ignorehitpause = 1
postype = p1
pos = ceil(20*fvar(10)),ceil(-65*fvar(11))
stateno = 3350
ownpal = 1
sprpriority = 4

[State 1000]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
palbright = 0,0,0
palcontrast = 156,156,256
paladd = 0,0,0
palmul = 1.0,1.0,1.0
length = 10
framegap = 1
timegap = 1
persistent = 0
ignorehitpause = 1

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 12
channel = 0

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0, 11
channel = 4

[State 3000]
type = EnvColor
trigger1 = Time = [0,60]
value = 0,0,0
time = 1
ignorehitpause = 1
under = 1

[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 3360]
type = A
movetype = I
anim = 6103
physics = N
ctrl = 0
sprpriority = 3

[State 1000]
type = NotHitby
trigger1 = 1
value = SCA,AP,AA,AT

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 1000]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = root,win
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 11000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget
ignorehitpause = 1
var(15) = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !root,var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-50*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3000]
type = StopSnd
trigger1 = Time = 1
channel = 5

[State 3000]
type = StopSnd
trigger1 = Time = 1
channel = 6

[State 1000]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
ゼーレ・相殺用
[Statedef 4000]
type = A
physics = N
movetype = I
ctrl = 0
anim = 9900
velset = 0,0
sprpriority = -3

[State 1000]
type = varset
trigger1 = var(0) = 0
var(0) = parent,id

[State 1000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2500]
type = posset
trigger1 = playeridexist(var(0)) = 1
x = playerid(var(0)),pos x
y = playerid(var(0)),pos y

[State 2500]
type = Hitby
trigger1 = 1
value = SCA,AP

[State 2500]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AP
ignorehitpause = 1
stateno = 4100

[State 2500]
type = DestroySelf
trigger1 = playeridexist(var(0)) = 1
trigger1 = playerid(var(0)),StateNo = 3160 || playerid(var(0)),StateNo = 3360
trigger2 = playeridexist(var(0)) = 0

;------------------------------
[Statedef 4100]
type = A
physics = N
movetype = I
ctrl = 0
anim = 9900
velset = 0,0
sprpriority = -3

[State 1000]
type = varset
trigger1 = var(0) = 0
var(0) = parent,id

[State 1000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2500]
type = posset
trigger1 = playeridexist(var(0)) = 1
x = playerid(var(0)),pos x
y = playerid(var(0)),pos y

[State 2500]
type = ParentVarAdd
trigger1 = time = 0
ignorehitpause = 1
var(0) = -1

[State 2500]
type = Hitby
trigger1 = 1
value = SCA,AP

[State 2500]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AP
ignorehitpause = 1
stateno = 4101

[State 2500]
type = DestroySelf
trigger1 = playeridexist(var(0)) = 1
trigger1 = playerid(var(0)),StateNo = 3160 || playerid(var(0)),StateNo = 3360
trigger2 = playeridexist(var(0)) = 0

;------------------------------
[Statedef 4101]
type = A
physics = N
movetype = I
ctrl = 0
anim = 9900
velset = 0,0
sprpriority = -3

[State 1000]
type = varset
trigger1 = var(0) = 0
var(0) = parent,id

[State 1000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2500]
type = posset
trigger1 = playeridexist(var(0)) = 1
x = playerid(var(0)),pos x
y = playerid(var(0)),pos y

[State 2500]
type = ParentVarAdd
trigger1 = time = 0
ignorehitpause = 1
var(0) = -1

[State 2500]
type = Hitby
trigger1 = 1
value = SCA,AP

[State 2500]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AP
ignorehitpause = 1
stateno = 4100

[State 2500]
type = DestroySelf
trigger1 = playeridexist(var(0)) = 1
trigger1 = playerid(var(0)),StateNo = 3160 || playerid(var(0)),StateNo = 3360
trigger2 = playeridexist(var(0)) = 0

;---------------------------------------------------------------------------
;ガードクラッシュ
[Statedef 4121]
type    = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

[State 4000]
type = VelSet
trigger1 = time = [3,27]
x = -1

[State 4000]
type = ChangeAnim2
trigger1 = SelfAnimExist(41219)
trigger1 = time = 0
value = 41219

[State 4000]
type = ChangeAnim2
trigger1 = !SelfAnimExist(41219)
trigger1 = time = 0
value = 4000

[State 4000]
type = ChangeAnim
trigger1 = time = 50
trigger1 = anim = 4000
value = 5007

[State 4000]
type = SelfState
trigger1 = time = 64
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;イントロ
[Statedef 6000]
type = S
ctrl = 0
anim = 6000
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6000]
type = DestroySelf
trigger1 = parent,stateno != 191
trigger2 = AnimTime = 0

;---------------------------------------------------------------------------
;負け
[Statedef 6110]
type = S
ctrl = 0
anim = 6110
velset = 0,0
movetype = I
physics = N
sprpriority = 0

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6000]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;勝利
[Statedef 6020]
type = S
ctrl = 0
anim = 6020
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 191, 3]
type = ChangeAnim2
trigger1 = AnimTime = 0
value = 6025

[State 191, 2] 
type = PlaySnd
trigger1 = Time = 8
value = 190,1

[State 6000]
type = DestroySelf
trigger1 = parent,stateno != 181

;---------------------------------------------------------------------------
;炎
[Statedef 6030]
type = A
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 2

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 6030]
type = ChangeAnim2
trigger1 = Time = 0
value = 6030

[State 6030]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 6030]
type = Explod
trigger1 = AnimElem = 2
anim = 6031
postype = p1
pos = -25,-25
sprpriority = 3
ownpal = 1
bindtime = 1
shadow = 0
vel = 0,0
scale = root,fvar(10),root,fvar(11)
ID = 6031

[State 6030]
type = Explod
trigger1 = AnimElem = 10
anim = 6032
postype = p1
pos = 10,-10
sprpriority = 3
ownpal = 1
bindtime = 1
shadow = 0
vel = 0,0
scale = root,fvar(10),root,fvar(11)
ID = 6032

[State 6030]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[State 6030]
type = ChangeState
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype != H
trigger3 = Time = 100
trigger4 = NumHelper(3050)
trigger4 = Helper(3050),movehit
trigger5 = NumHelper(3150)
trigger5 = Helper(3150),movehit
trigger6 = NumHelper(3250)
trigger6 = Helper(3250),movehit
trigger7 = NumHelper(3350)
trigger7 = Helper(3350),movehit
value = 6035

;---------------------------
[Statedef 6035]
type = A
ctrl = 0
velset = 0,0
movetype = I
anim = 6035
physics = N
sprpriority = 2

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6030]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[State 6030]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;炎２
[Statedef 6070]
type = A
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 3

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6030]
type = ChangeAnim2
trigger1 = Time = 0
value = 6071

[State 6030]
type = BindToParent
trigger1 = parent,stateno = 1100
trigger2 = parent,stateno = 1120
pos = ceil(-20*root,fvar(10)),0

[State 6030]
type = DestroySelf
trigger1 = parent,stateno = 1110
trigger2 = parent,stateno = 1130
trigger3 = parent,movetype != A
trigger4 = parent,stateno != [1100,1300]

;----------------------------------------------------------------------------
;T.O.Pセレクト
[Statedef 8550]
type = S
anim = 9550+random%3*10
movetype = I
physics = N
sprpriority = 99
ctrl = 0

[State 8550]
type = ChangeAnim
triggerall = Anim != 9580
triggerall = root,var(20)
trigger1 = Parent,TeamMode = turns
trigger2 = root,var(19) = 2
value = 9580

[State 8550]
type = ChangeAnim
triggerall = Anim != 9580
trigger1 = root,var(39) && time = 1
trigger1 = Parent,TeamSide = 2
value = 9540+root,var(39)*10

[State 8550]
type = ChangeAnim
triggerall = Anim != 9580
trigger1 = root,var(39) && time = 1
trigger1 = Parent,TeamSide = 1
value = 9580+root,var(39)*-10

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 0
trigger1 = Parent,TeamSide = 2
var(1) = 2

[State 8550]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8550]
type = turn
trigger1 = facing = -1

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 0
trigger1 = Parent,TeamSide = 1
var(1) = 0

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 1
trigger1 = Parent,TeamSide = 1
var(1) = 1

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 2
trigger1 = Parent,TeamSide = 1
var(1) = 2

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 0
trigger1 = Parent,TeamSide = 2
var(1) = 2

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 1
trigger1 = Parent,TeamSide = 2
var(1) = 1

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 2
trigger1 = Parent,TeamSide = 2
var(1) = 0

[State 8550]
type = RemoveExplod
trigger1 = Anim != 9550
ignorehitpause = 0
id = 8550

[State 8550]
type = RemoveExplod
trigger1 = Anim != 9560
ignorehitpause = 0
id = 8560

[State 8550]
type = RemoveExplod
trigger1 = Anim != 9570
ignorehitpause = 0
id = 8570

[State 8550]
type = RemoveExplod
trigger1 = Anim != 9580
ignorehitpause = 0
id = 8580

[State 8550]
type = Explod
trigger1 = var(1) = 0 && NumExplod(8550) = 0
trigger1 = root,facing = 1
anim = 8550
id = 8550
postype = left
bindtime = -1
pos = 80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = Explod
trigger1 = var(1) = 1 && NumExplod(8560) = 0
trigger1 = root,facing = 1
anim = 8560
id = 8560
postype = left
bindtime = -1
pos = 80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = Explod
trigger1 = var(1) = 2 && NumExplod(8570) = 0
trigger1 = root,facing = 1
anim = 8570
id = 8570
postype = left
bindtime = -1
pos = 80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = Explod
trigger1 = var(1) = 0 && NumExplod(8550) = 0
trigger1 = root,facing = -1
anim = 8550
id = 8550
postype = right
bindtime = -1
pos = -80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = Explod
trigger1 = var(1) = 1 && NumExplod(8560) = 0
trigger1 = root,facing = -1
anim = 8560
id = 8560
postype = right
bindtime = -1
pos = -80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = Explod
trigger1 = var(1) = 2 && NumExplod(8570) = 0
trigger1 = root,facing = -1
anim = 8570
id = 8570
postype = right
bindtime = -1
pos = -80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = Explod
trigger1 = Anim = 9580 && NumExplod(8580) = 0
trigger1 = root,facing = 1
anim = 8580
id = 8580
postype = left
bindtime = -1
pos = 80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = Explod
trigger1 = Anim = 9580 && NumExplod(8580) = 0
trigger1 = root,facing = -1
anim = 8580
id = 8580
postype = right
bindtime = -1
pos = -80,217
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 8550]
type = VarSet
trigger1 = Anim = 9550
var(1) = 0

[State 8550]
type = VarSet
trigger1 = Anim = 9560
var(1) = 1

[State 8550]
type = VarSet
trigger1 = Anim = 9570
var(1) = 2

[State 9100]
type = PlaySnd
triggerall = Anim != 9580
trigger1 = command = "back"
trigger2 = command = "fwd"
value = 9100, 0

[State 8550]
type = ChangeAnim2
triggerall = Anim = 9550
triggerall = var(1) = 0
trigger1 = command = "back"
value = 9560

[State 8550]
type = ChangeAnim2
triggerall = Anim = 9560
triggerall = var(1) = 1
trigger1 = command = "back"
value = 9570

[State 8550]
type = ChangeAnim2
triggerall = Anim = 9570
triggerall = var(1) = 2
trigger1 = command = "back"
value = 9550

[State 8550]
type = ChangeAnim2
triggerall = Anim = 9550
triggerall = var(1) = 0
trigger1 = command = "fwd"
value = 9570

[State 8550]
type = ChangeAnim2
triggerall = Anim = 9570
triggerall = var(1) = 2
trigger1 = command = "fwd"
value = 9560

[State 8550]
type = ChangeAnim2
triggerall = Anim = 9560
triggerall = var(1) = 1
trigger1 = command = "fwd"
value = 9550

[State 8550]
type = ChangeState
trigger1 = command = "start"
trigger2 = command = "a"
trigger3 = command = "b"
trigger4 = command = "c"
trigger5 = command = "x"
trigger6 = command = "y"
trigger7 = command = "z"
trigger8 = RoundState = 2
value = 8560

;----------------------------------------------------------------------------
[Statedef 8560]
type = S
anim = 9999
movetype = I
physics = N
sprpriority = 11
ctrl = 0

[State 8550]
type = RemoveExplod
trigger1 = time = 0
ignorehitpause = 0
id = 8550

[State 8550]
type = RemoveExplod
trigger1 = time = 0
ignorehitpause = 0
id = 8560

[State 8550]
type = RemoveExplod
trigger1 = time = 0
ignorehitpause = 0
id = 8570

[State 8550]
type = RemoveExplod
trigger1 = time = 0
ignorehitpause = 0
id = 8580

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 0
trigger1 = Parent,TeamSide = 1
var(1) = 0

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 1
trigger1 = Parent,TeamSide = 1
var(1) = 1

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 2
trigger1 = Parent,TeamSide = 1
var(1) = 2

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 0
trigger1 = Parent,TeamSide = 2
var(1) = 2

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 1
trigger1 = Parent,TeamSide = 2
var(1) = 1

[State 8550]
type = ParentVarSet
trigger1 = var(1) = 2
trigger1 = Parent,TeamSide = 2
var(1) = 0

[State 8550]
type = PlaySnd
trigger1 = Time = 0
value = 9100, 1

[State 9100]
type = destroyself
trigger1 = RoundState = 4
trigger1 = matchover

;---------------------------------------------------------------------------
;KO
[Statedef 10000]
type = S
ctrl = 0
velset = 0,0
anim = 9999
movetype = I
physics = N
sprpriority = -99

[State 3200]
type = EnvColor
trigger1 = Time = 0
trigger2 = Time = 3
trigger3 = Time = 5
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1

[State 9100]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 0

[State 191, 3]
type = AssertSpecial
trigger1 = MatchOver
trigger1 = TeamMode = single || TeamMode = simul
flag = nomusic

[State 9100]
type = PlaySnd
trigger1 = Time = 35 && MatchOver
trigger1 = TeamMode = single || TeamMode = simul
value = 10000, 1

[State 1000]
type = Destroyself
trigger1 = RoundState = 0

;---------------------------------------------------------------------------
[Statedef 10500]
type = S
ctrl = 0
velset = 0,0
anim = 9999
movetype = I
physics = N
sprpriority = -99

[State 3200]
type = EnvColor
trigger1 = Time = 0
trigger2 = Time = 3
trigger3 = Time = 5
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1

[State 191, 3]
type = AssertSpecial
trigger1 = MatchOver
trigger1 = TeamMode = single || TeamMode = simul
flag = nomusic

[State 9100]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 0

[State 9100]
type = PlaySnd
trigger1 = Time = 35 && MatchOver
trigger1 = TeamMode = single || TeamMode = simul
ignorehitpause = 1
value = 10000, 2

[State 1000]
type = Destroyself
trigger1 = RoundState = 0

;---------------------------------------------------------------------------
[Statedef 11000]
type = S
ctrl = 0
velset = 0,0
anim = 9999
movetype = I
physics = N
sprpriority = -99

[State 3200]
type = EnvColor
trigger1 = Time = 0 && root,var(56)
value = 0,0,0
time = 131
ignorehitpause = 1
under = 1

[State 3200]
type = EnvColor
trigger1 = Time = 0 && !root,var(56)
value = 0,0,0
time = 104
ignorehitpause = 1
under = 1

[State 3200]
type = Pause
trigger1 = Time = 0 && root,var(56)
time = 131
movetime = 131
ignorehitpause = 1

[State 3200]
type = Pause
trigger1 = Time = 0 && !root,var(56)
time = 104
movetime = 104
ignorehitpause = 1

[State 3000]
type = Explod
trigger1 = Time = 0 && root,var(56)
anim = 11000
id = 10000
sprpriority = -99
postype = left
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1
ownpal = 1
facing = 1
scale = ifelse(root,var(35),1.375,1.1),1.1

[State 3000]
type = Explod
trigger1 = Time = 32 && root,var(56)
anim = 11500
id = 10000
sprpriority = 99
postype = left
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1
ownpal = 1
facing = 1
scale = ifelse(root,var(35),1.375,1.1),1.1
ontop = 1

[State 3000]
type = Explod
trigger1 = Time = 0 && !root,var(56)
anim = 10000
id = 10000
sprpriority = 99
postype = left
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1
ownpal = 1
facing = 1
scale = ifelse(root,var(35),1.375,1.1),1.1
ontop = 1

[State 3000]
type = Explod
trigger1 = Time = 0 && root,var(56)
anim = 12500
id = 12000
sprpriority = -99
postype = left
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1
ownpal = 1
facing = 1
scale = ifelse(root,var(35),1.375,1.1),1.1

[State 3000]
type = Explod
trigger1 = Time = 0 && !root,var(56)
anim = 12000
id = 12000
sprpriority = -99
postype = left
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1
ownpal = 1
facing = 1
scale = ifelse(root,var(35),1.375,1.1),1.1

[State 191, 3]
type = AssertSpecial
trigger1 = MatchOver
trigger1 = TeamMode = single || TeamMode = simul
flag = nomusic

[State 9100]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 0

[State 9100]
type = PlaySnd
trigger1 = Time = 35 && MatchOver
trigger1 = TeamMode = single || TeamMode = simul
value = 10000, 3

[State 1000]
type = Destroyself
trigger1 = RoundState = 0

;---------------------------------------------------------------------------
;先行入力用
[Statedef 15000]
type = S
physics = N
movetype = I
ctrl = 0
anim = 9999
sprpriority = -3

[State 2500]
type = Turn
trigger1 = p2dist x < 0

[State 2500]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 0, 0

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "atem1"
triggerall = power >= 1000
triggerall = command != "holda"
triggerall = command != "holdb"
triggerall = command != "holdy"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 3000

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "seele1"
triggerall = power >= 1000
triggerall = Root,NumHelper(3150) <= 3
triggerall = command != "holdx"
triggerall = command != "holdb"
triggerall = command != "holdy"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 3100

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "atem2"
triggerall = power >= 2000
triggerall = command != "holda"
triggerall = command != "holdb"
triggerall = command != "holdx"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 3200

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "seele2"
triggerall = power >= 2000
triggerall = NumHelper(3350) <= 3
triggerall = command != "holdx"
triggerall = command != "holda"
triggerall = command != "holdy"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 3300

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "flame1"
triggerall = command != "holda"
triggerall = command != "holdb"
triggerall = command != "holdy"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 1000

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "flame2"
triggerall = command != "holda"
triggerall = command != "holdb"
triggerall = command != "holdx"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 1010

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "panzer1"
triggerall = command != "holdx"
triggerall = command != "holdb"
triggerall = command != "holdy"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 1100

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "panzer2"
triggerall = command != "holdy"
triggerall = command != "holda"
triggerall = command != "holdx"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 1120

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "lanze1"
triggerall = command != "holdy"
triggerall = command != "holdb"
triggerall = command != "holdx"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 1200


[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "lanze2"
triggerall = command != "holdy"
triggerall = command != "holda"
triggerall = command != "holdx"
triggerall = command != "holdc"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 1220

[State 5000]
type = ParentVarSet
triggerall = root,var(50) = 0 && !root,var(9) && root,var(0)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "by" || command = "c"
triggerall = command != "holda"
triggerall = command != "holdx"
triggerall = command != "holdz"
trigger1 = root,ctrl = 0 && root,animtime >= -7
var(50) = 1300

[State 5000]
type = ParentVarSet
var(50) = 700
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "ax" || command = "z"
triggerall = command != "holddown"
triggerall = command != "holdb"
triggerall = command != "holdy"
triggerall = command != "holdc"
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 710
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "ax" || command = "z"
triggerall = command = "holddown"
triggerall = command != "holdb"
triggerall = command != "holdy"
triggerall = command != "holdc"
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 240
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = command = "holdfwd"
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 200
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = root,statetype != A
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = command != "ax"
triggerall = command != "by"
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 210
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = root,statetype != A
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = command != "ax"
triggerall = command != "by"
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = ifelse(root,p2bodydist x <= ceil(25*root,fvar(10)),225,220)
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 230
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 400
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = command != "ax"
triggerall = command != "by"
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 410
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = command != "ax"
triggerall = command != "by"
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 420
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 5000]
type = ParentVarSet
var(50) = 430
triggerall = root,var(50) = 0 && !root,var(9)
triggerall = root,movetype != H
triggerall = root,stateno = 5120 || root,stateno = [40,3999]
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = root,statetype != A
trigger1 = root,ctrl = 0 && root,animtime >= -7

[State 1000]
type = Destroyself
trigger1 = root,movetype = H
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef -2]

[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=0,4927568,25,15,255
ignorehitpause=1
[state ]
type=null
trigger1=var(var(-912)+984):=0||1
ignorehitpause=1

[State 5001, 6]
type = selfstate
trigger1 = ishelper(30010) = 1 || ishelper(300100) = 1
value = 30010

[State -3]
type = Helper
trigger1 = anim != [30000,30002]
trigger1 = random = 0 && roundstate = 2
trigger1 = NumHelper(13600) = 0
trigger1 = Numpartner = 0
trigger1 = var(48) = 1
trigger1 = (var(var(4938572)+ifelse(teamside=1,16732,23544))-1)=var(var(4938572)+ifelse(teamside=1,48136,48140))
id = 13600
stateno = 13600
ownpal = 1
ignorehitpause = 1
Size.XScale = .5
Size.YScale = .5
postype = p1
pos = floor(-screenpos x - ifelse(facing = 1,160,480)),floor(-screenpos y + 10 + random%10)

[State -3]
type = Helper
trigger1 = NumHelper(30010) = 0
helpertype = player
id = 30010
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State 1000]
type = AssertSpecial
trigger1 = NumHelper(30010) = 0
flag = intro

[State -2, VarSet]
type = VarSet
trigger1 = !NumTarget
trigger1 = enemy,movetype != H
fvar(3) = 1.0

[State -2, VarSet]
type = VarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [1,2]
fvar(3) = .9

[State -2, VarSet]
type = VarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [3,4]
fvar(3) = .8

[State 3000]
type = VarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [5,6]
fvar(3) = .7

[State -2, VarSet]
type = VarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) = [7,8]
fvar(3) = .6

[State -2, VarSet]
type = VarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) >= 9
fvar(3) = .5

[State -2]
type = AttackMulset
trigger1 = 1
value = fvar(3)

[State -2, VarSet]
type = VarSet
trigger1 = RoundState != 2
fvar(4) = 0

[State -2]
type = VarSet
trigger1 = 1
fvar(10) = const(size.xscale)
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = 1
fvar(11) = const(size.yscale)
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = !var(0)
ignorehitpause = 1
fvar(6) = 1

[State -2]
type = VarSet
trigger1 = var(0)
ignorehitpause = 1
fvar(6) = 1.25

[State -2, VarSet]
type = VarSet
trigger1 = var(9) <= 7
fvar(7) = 1

[State -2, Varset]
type = VarSet
trigger1 = var(9) > 7
fvar(7) = 1.1

[State -2]
type = VarSet
triggerall = var(20) = 1
triggerall = var(19)
trigger1 = var(58) = 1 || TeamMode = turns
trigger2 = var(19) = 2
ignorehitpause = 1
var(1) = 3

[State -2]
type = VarSet
triggerall = var(1) = 3
triggerall = RoundState = 2
trigger1 = sysfvar(0) >= 1
trigger1 = (1000*sysfvar(0)/var(44)) <= 1000
ignorehitpause = 1
var(0) = 1

[State -2]
type = VarSet
triggerall = var(1) = 0
triggerall = RoundState = 2
trigger1 = sysfvar(0) >= 1
trigger1 = (1000*sysfvar(0)/var(44)) <= 333
ignorehitpause = 1
var(0) = 1

[State -2]
type = VarSet
triggerall = var(1) = 0
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) > 333
ignorehitpause = 1
var(0) = 0

[State -2]
type = VarSet
triggerall = var(1) = 1
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) >= 333
trigger1 = (1000*sysfvar(0)/var(44)) <= 666
ignorehitpause = 1
var(0) = 1

[State -2]
type = VarSet
triggerall = var(1) = 1
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) < 333
trigger2 = (1000*sysfvar(0)/var(44)) > 666
ignorehitpause = 1
var(0) = 0

[State -2]
type = VarSet
triggerall = var(1) = 2
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) >= 666
trigger1 = (1000*sysfvar(0)/var(44)) <= 1000
ignorehitpause = 1
var(0) = 1

[State -2]
type = VarSet
triggerall = var(1) = 2
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) < 666
ignorehitpause = 1
var(0) = 0

[State -2]
type = VarSet
trigger1 = RoundState != 2
ignorehitpause = 1
var(0) = 0

[State -2]
type = VarSet
trigger1 = RoundState != 2
ignorehitpause = 1
var(49) = 0

[State -2]
type = SuperPause
triggerall = RoundState = 2
trigger1 = var(0) = 1
trigger1 = var(49) = 1
time = 18
anim = 8500
sound = S9100,2
sprpriority = -2
pos = 0,0
movetime = 0
darken = 1
p2defmul = 1
unhittable = 1
persistent = 0

[State -2]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = win
trigger1 = StateNo = [200,999]
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 10000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State -2]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = win
trigger1 = StateNo = [1000,1999]
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 10500
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State 3000]
type = Explod
triggerall = RoundState = 2
trigger1 = var(0) = 1
trigger1 = var(49) = 1
anim = 8500
id = 8500
sprpriority = 99
postype = p1
pos = 0,-75
supermove = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 0
scale = fvar(10),fvar(11)

[State -2]
type = VarAdd
triggerall = RoundState = 2
trigger1 = var(0) = 1
trigger1 = var(49) != 3
ignorehitpause = 1
var(49) = 1

[State -2]
type = VarSet
triggerall = RoundState = 2
trigger1 = var(0) = 0
ignorehitpause = 1
var(49) = 0

[State -2]
type = VarAdd
triggerall = RoundState = 2
trigger1 = var(0) = 1
ignorehitpause = 1
var(2) = 1

[State -2]
type = VarSet
triggerall = var(2) > 120
triggerall = RoundState = 2
trigger1 = var(0) = 1
ignorehitpause = 1
var(2) = 0

[State -2]
type = PalFx
triggerall = Alive
triggerall = RoundState = 2
trigger1 = var(0) = 1
trigger1 = var(49) = 3
trigger1 = (GameTime%2) = 0
add = 70,70,70
time = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = (stateno != [150,153]) && !var(8)
trigger1 = command = "JD" && !var(27)
ignorehitpause = 1
var(7) = 0

[State -2]
type = VarSet
triggerall = (stateno = [150,153]) && Anim = [160,163]
trigger1 = command = "JD" && !var(27)
ignorehitpause = 1
var(7) = 0

[State -2]
type = VarSet
trigger1 = var(7)
trigger1 = command = "holdback"
ignorehitpause = 1
var(27) = 1

[State -2]
type = VarSet
trigger1 = var(7)
trigger1 = command != "holdback"
ignorehitpause = 1
var(27) = 0

[State -2]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 150
trigger2 = stateno = 152
ignorehitpause = 1
var(7) = 11

[State -2]
type = VarSet
triggerall = var(9) = [4,6]
triggerall = var(7) != 1
trigger1 = stateno = 120 && Time = 0 && Random <= 10*var(9)+p2bodydist X
trigger2 = (stateno = [150,153]) && var(8) && Time = 0 && Random <= 80*var(9)+p2bodydist X
trigger3 = stateno = 13
trigger4 = statetype = A && Random <= 5*var(9)+p2bodydist X && inguarddist
ignorehitpause = 1
var(7) = 1

[State -2]
type = VarSet
triggerall = var(9) > 6
triggerall = var(7) != 1
trigger1 = stateno = 120 && Time = 0 && Random <= 30*var(9)+p2bodydist X
trigger2 = (stateno = [150,153]) && var(8) && Time = 0 && Random <= 130*var(9)+p2bodydist X
trigger3 = stateno = 13
trigger4 = statetype = A && Random <= 15*var(9)+p2bodydist X && inguarddist
ignorehitpause = 1
var(7) = 1

[State -2]
type = VarSet
triggerall = var(9)
trigger1 = var(7) = [0,10]
var(33) = 1

[State -2]
type = VarSet
triggerall = var(9)
trigger1 = var(7) = 11
var(33) = 0

[State -2]
type = VarSet
triggerall = var(9) = [4,6]
triggerall = var(7) != 11
trigger1 = stateno = 120 && Time = 0 && Random <= 200
trigger2 = (stateno = [150,153]) && var(8) && Time = 0 && Random <= 200
trigger3 = 2510 && Time = 0 && Random <= 200
ignorehitpause = 1
var(7) = 11

[State -2]
type = VarSet
triggerall = var(9) > 6
triggerall = var(7) != 11
triggerall = !var(29)
trigger1 = stateno = 120 && Time = 0 && Random <= 100
trigger2 = (stateno = [150,153]) && var(8) && Time = 0 && Random <= 100
trigger3 = 2510 && Time = 0 && Random <= 100
ignorehitpause = 1
var(7) = 11

[State -2]
type = VarSet
triggerall = var(9) > 3
triggerall = var(7) = 1
trigger1 = stateno = [0,100]
ignorehitpause = 1
var(7) = 11

[State -2]
type = VarSet
triggerall = var(7) > 8
trigger1 = stateno = 150
trigger2 = stateno = 152
ignorehitpause = 1
var(8) = 0

[State -2]
type = VarSet
triggerall = var(7) <= 8
triggerall = Time = 0
trigger1 = stateno = 150
trigger2 = stateno = 152
ignorehitpause = 1
var(8) = 1

[State -2]
type = varset
trigger1 = numhelper(3250)
trigger1 = helper(3250),numtarget
trigger2 = numhelper(3251)
trigger2 = helper(3251),numtarget
trigger3 = numhelper(3252)
trigger3 = helper(3252),numtarget
var(11) = 1

[State -2]
type = varset
trigger1 = enemy,statetype != A
trigger2 = enemy,movetype != H
trigger3 = enemy,stateno != [5000,5099]
trigger4 = var(6) = 1
var(11) = 0

[State -2]
type = VarAdd
trigger1 = Anim = [160,163]
trigger1 = (stateno = [150,153]) && time > 0
ignorehitpause = 1
var(17) = 1

[State -2]
type = VarAdd
trigger1 = (stateno = [2500,2510]) && time > 0
ignorehitpause = 1
var(18) = 1

[State -2]
type = VarSet
triggerall = Time = 2
trigger1 = (stateno != [2500,2510])
ignorehitpause = 1
var(18) = 0

[State -2]
type = VarSet
triggerall = var(8)
triggerall = Time = 0
trigger1 = stateno != [150,153]
ignorehitpause = 1
var(8) = 0

[State -2]
type = VarSet
triggerall = Time = 2
trigger1 = Anim != [160,163]
trigger2 = stateno != [150,153]
ignorehitpause = 0
var(17) = 0

[State -2]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 2510 && time > 9
trigger2 = stateno != [2500,2510]
ignorehitpause = 0
var(17) = 0

[State -2]
type = VarAdd
triggerall = !var(9)
trigger1 = var(7) = [0,10]
ignorehitpause = 1
var(7) = 1

[State -2]
type = varset
trigger1 = EnemyNear,MoveType = A
ignorehitpause = 1
var(4) = 2

[State -2]
type = TargetVelSet
trigger1 = NumTarget && var(4) = 2
trigger1 = Target,StateNo = [5000,5099]
trigger1 = Target,StateType = A
trigger1 = Target,Vel X != ceil(-1.3*fvar(10)) && Target,Vel Y != ceil(-9.5*fvar(11))
trigger1 = (stateno = [1000,1999]) && movehit
ignorehitpause = 0
x = ceil(-1.3*fvar(10))
y = ceil(-9.5*fvar(11))

[State -2]
type = varset
trigger1 = EnemyNear,MoveType = I
trigger2 = EnemyNear,MoveType = A && enemynear,time >= 3 && movehit = 0
trigger2 = enemynear,hitdefattr = SCA,AA,AP,AT || enemynear,numproj > 0
trigger3 = var(6) = 2 && (StateNo = [200,3999]) && stateno != [2500,2599]
trigger4 = (StateNo = [200,710]) && movehit
trigger5 = (StateNo = [1000,1999]) && movehit
trigger6 = (StateNo = [3000,3999]) && movehit
var(4) = 1

[State -2]
type = varset
trigger1 = EnemyNear,MoveType = A
ignorehitpause = 1
fvar(5) = 1.5

[State -2]
type = varset
trigger1 = EnemyNear,MoveType = I
trigger2 = EnemyNear,MoveType = A && enemynear,time >= 3 && movehit = 0
trigger2 = enemynear,hitdefattr = SCA,AA,AP,AT || enemynear,numproj > 0
trigger3 = var(6) = 2 && (StateNo = [200,3999]) && stateno != [2500,2599]
trigger4 = (StateNo = [200,710]) && movehit
trigger5 = (StateNo = [1000,1999]) && movehit
trigger6 = (StateNo = [3000,3999]) && movehit
fvar(5) = 1

[State -2]
type = Explod
triggerall = NumExplod(8600) = 0
triggerall = (stateno = [1000,3999]) && Time = 1 && MoveType = A
triggerall = TeamSide = 2 && stateno != [2500,2599]
triggerall = RoundState = 2
trigger1 = prevstateno = [5000,5120]
trigger2 = (prevstateno = [150,153]) && var(17) != [1,11]
trigger3 = prevstateno = 2520
trigger4 = prevstateno = [2000,2030]
anim = 8600
id = 8600
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = NumExplod(8605) = 0
triggerall = (stateno = [1000,3999]) && Time = 1 && MoveType = A
triggerall = TeamSide = 1 && stateno != [2500,2599]
triggerall = RoundState = 2
trigger1 = prevstateno = [5000,5120]
trigger2 = (prevstateno = [150,153]) && var(17) != [1,11]
trigger3 = prevstateno = 2520
trigger4 = prevstateno = [2000,2030]
anim = 8605
id = 8605
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = RoundState = 2
trigger1 = var(0) = 1
trigger1 = var(49) = 2
trigger1 = NumExplod(8610) = 0
trigger1 = TeamSide = 2
anim = 8610
id = 8610
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = RoundState = 2
trigger1 = var(0) = 1
trigger1 = var(49) = 2
trigger1 = NumExplod(8615) = 0
trigger1 = TeamSide = 1
anim = 8615
id = 8615
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = NumExplod(8630) = 0
triggerall = (stateno = [1000,3999]) && Time = 1  && MoveType = A
triggerall = TeamSide = 2 && stateno != [2500,2599]
triggerall = RoundState = 2
trigger1 = (prevstateno = [150,153]) && var(17) = [1,11]
trigger2 = (prevstateno = [2500,2510]) && var(18) = [1,11]
anim = 8630
id = 8630
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = NumExplod(8635) = 0
triggerall = (stateno = [1000,3999]) && Time = 1  && MoveType = A
triggerall = TeamSide = 1 && stateno != [2500,2599]
triggerall = RoundState = 2
trigger1 = (prevstateno = [150,153]) && var(17) = [1,11]
trigger2 = (prevstateno = [2500,2510]) && var(18) = [1,11]
anim = 8635
id = 8635
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = NumTarget
triggerall = RoundState = 2
trigger1 = Target,StateNo = [5000,5099]
trigger1 = NumExplod(8640) = 0 && stateno != [2500,2520]
trigger1 = (stateno = [700,3999]) && stateno != [800,999]
trigger1 = TeamSide = 1 && !var(6)
trigger1 = var(4) = 2 && movehit
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = NumTarget
triggerall = RoundState = 2
trigger1 = Target,StateNo = [5000,5099]
trigger1 = NumExplod(8645) = 0 && stateno != [2500,2520]
trigger1 = (stateno = [700,3999]) && stateno != [800,999]
trigger1 = TeamSide = 2 && !var(6)
trigger1 = var(4) = 2 && movehit
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = RoundState = 2
trigger1 = fvar(4) = [85,110]
trigger1 = NumExplod(8030) = 0
trigger1 = NumExplod(8700) = 0
trigger1 = NumExplod(8640) = 0
trigger1 = TeamSide = 1
anim = 8700
id = 8700
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = Explod
triggerall = RoundState = 2
trigger1 = fvar(4) = [85,110]
trigger1 = NumExplod(8030) = 0
trigger1 = NumExplod(8700) = 0
trigger1 = NumExplod(8645) = 0
trigger1 = TeamSide = 2
anim = 8700
id = 8700
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State -2]
type = RemoveExplod
triggerall = NumExplod(8600)
trigger1 = NumExplod(8610) || NumExplod(8615)
trigger2 = NumExplod(8620) || NumExplod(8625)
trigger3 = NumExplod(8630) || NumExplod(8635)
ignorehitpause = 1
ID = 8600

[State -2]
type = RemoveExplod
triggerall = NumExplod(8605)
trigger1 = NumExplod(8610) || NumExplod(8615)
trigger2 = NumExplod(8620) || NumExplod(8625)
trigger3 = NumExplod(8630) || NumExplod(8635)
ignorehitpause = 1
ID = 8605

[State -2]
type = RemoveExplod
triggerall = NumExplod(8610)
trigger1 = NumExplod(8600) || NumExplod(8605)
trigger2 = NumExplod(8620) || NumExplod(8625)
trigger3 = NumExplod(8630) || NumExplod(8635)
ignorehitpause = 1
ID = 8610

[State -2]
type = RemoveExplod
triggerall = NumExplod(8615)
trigger1 = NumExplod(8600) || NumExplod(8605)
trigger2 = NumExplod(8620) || NumExplod(8625)
trigger3 = NumExplod(8630) || NumExplod(8635)
ignorehitpause = 1
ID = 8615

[State -2]
type = RemoveExplod
triggerall = NumExplod(8620)
trigger1 = NumExplod(8610) || NumExplod(8615)
trigger2 = NumExplod(8600) || NumExplod(8605)
trigger3 = NumExplod(8630) || NumExplod(8635)
ignorehitpause = 1
ID = 8620

[State -2]
type = RemoveExplod
triggerall = NumExplod(8625)
trigger1 = NumExplod(8610) || NumExplod(8615)
trigger2 = NumExplod(8600) || NumExplod(8605)
trigger3 = NumExplod(8630) || NumExplod(8635)
ignorehitpause = 1
ID = 8625

[State -2]
type = RemoveExplod
triggerall = NumExplod(8630)
trigger1 = NumExplod(8610) || NumExplod(8615)
trigger2 = NumExplod(8620) || NumExplod(8625)
trigger3 = NumExplod(8600) || NumExplod(8605)
ignorehitpause = 1
ID = 8630

[State -2]
type = RemoveExplod
triggerall = NumExplod(8635)
trigger1 = NumExplod(8610) || NumExplod(8615)
trigger2 = NumExplod(8620) || NumExplod(8625)
trigger3 = NumExplod(8600) || NumExplod(8605)
ignorehitpause = 1
ID = 8635

[State -2]
type = RemoveExplod
triggerall = NumExplod(8640)
triggerall = enemy,authorname = "abuhachi"
triggerall = enemy,name = "grant" || enemy,name = "kain"
trigger1 = Enemy,NumExplod(8600) || Enemy,NumExplod(8605)
trigger2 = Enemy,NumExplod(8610) || Enemy,NumExplod(8615)
trigger3 = Enemy,NumExplod(8620) || Enemy,NumExplod(8625)
trigger4 = Enemy,NumExplod(8630) || Enemy,NumExplod(8635)
ignorehitpause = 1
ID = 8640

[State -2]
type = RemoveExplod
triggerall = NumExplod(8645)
triggerall = enemy,authorname = "abuhachi"
triggerall = enemy,name = "grant" || enemy,name = "kain"
trigger1 = Enemy,NumExplod(8600) || Enemy,NumExplod(8605)
trigger2 = Enemy,NumExplod(8610) || Enemy,NumExplod(8615)
trigger3 = Enemy,NumExplod(8620) || Enemy,NumExplod(8625)
trigger4 = Enemy,NumExplod(8630) || Enemy,NumExplod(8635)
ignorehitpause = 1
ID = 8645

[State -2]
type = varset
triggerall = var(5)
trigger1 = facing = 1 && enemynear,facing = -1
trigger2 = facing = -1 && enemynear,facing = 1
ignorehitpause = 1
var(5) = 0

[State -2]
type = varset
triggerall = !var(5)
trigger1 = facing = 1 && enemynear,facing = 1
trigger2 = facing = -1 && enemynear,facing = -1
ignorehitpause = 1
var(5) = 1

[State -2]
type = TargetState
triggerall = NumTarget
triggerall = target,authorname = "abuhachi"
triggerall = target,name = "grant" || target,name = "kain"
triggerall = var(4) = 2 && target,statetype != A && target,stateno = [5000,5050]
trigger1 = (stateno = [700,799]) && movehit = 1
trigger2 = stateno = 1120 && movehit = 1 && NumTarget(1120)
ignorehitpause = 1
value = 9000

[State -2]
type = TargetState
triggerall = NumTarget
triggerall = var(6) = 2 && target,statetype = A && target,stateno = [5000,5050]
trigger1 = (stateno = [200,799]) && movehit = 1 && stateno != 650 && stateno != 430
trigger2 = stateno = 1120 && movehit = 1 && NumTarget(1120)
ignorehitpause = 1
value = 9020

[State -2]
type = varset
triggerall = !var(6) && !var(16)
trigger1 = var(4) = 2 && movehit
ignorehitpause = 1
var(6) = 1

[State -2]
type = varset
triggerall = NumTarget
triggerall = var(6) = 1
trigger1 = (StateNo = [200,3999]) && Time = 1
trigger2 = (StateNo = [200,3999]) && target,GetHitVar(hitcount) >= 2
ignorehitpause = 1
var(6) = 2

[State -2]
type = varset
triggerall = var(6)
trigger1 = P2StateNo != [5000,5120]
trigger2 = P2MoveType = I
trigger3 = P2StateType = S || P2StateType = C
trigger3 = stateno != [1200,1220]
trigger4 = var(6) = 2 && movehit
ignorehitpause = 1
var(6) = 0

[State -2]
type = varset
trigger1 = !hitdefattr = SCA,AA,AP,AT
var(10) = 0

[State -2]
type = varset
trigger1 = hitdefattr = SCA,AA,AP,AT
trigger2 = MoveType != A
var(10) = 1

[State -2]
type = varset
triggerall = var(50) > 0
trigger1 = ctrl && time > 0
trigger2 = !ctrl && time = 1
trigger3 = stateno = 810
var(50) = 0

[State -2]
type = VarSet
trigger1 = var(50) = 1300
trigger1 = !var(0)
var(50) = 0

[State -2]
type = VarSet
trigger1 = var(50) = [3000,3100]
trigger1 = power < 1000
var(50) = 0

[State -2]
type = VarSet
trigger1 = var(50) = [3200,3300]
trigger1 = power < 2000
var(50) = 0

[State -2]
type = varset
triggerall = var(51) = 1
trigger1 = time = 10
var(51) = 0

[State -2]
type = varadd
triggerall = var(54) < 2
trigger1 = var(4) = 2
ignorehitpause = 1
var(54) = 1

[State -2]
type = varadd
triggerall = var(54) > 0
trigger1 = var(4) = 1
;trigger2 = Enemy,MoveType != A
ignorehitpause = 1
var(54) = -1

[State -2]
type = PlaySnd
trigger1 = Alive = 0
trigger1 = var(58) = 1 || TeamMode = turns
trigger1 = var(57) = 0
trigger1 = StateNo != 5600
ignorehitpause = 1
value = 11,1

[State -2]
type = PlaySnd
trigger1 = Alive = 0
trigger1 = TeamMode = single || TeamMode = simul
trigger1 = var(57) = 0
trigger1 = var(58) = 0
trigger1 = StateNo != 5600
trigger1 = Random <= 500
trigger1 = StateNo = [5000,5100]
ignorehitpause = 1
value = 5000,2

[State -2]
type = Varset
trigger1 = Alive = 0
ignorehitpause = 1
v = 57
value = 1

[State -2]
type = Varset
trigger1 = Alive = 1
ignorehitpause = 1
v = 57
value = 0

[State -2]
type = varset
triggerall = var(58) = 0
trigger1 = Lose
var(58) = 1

[State -2]
type = varset
triggerall = var(58) = 0
trigger1 = Win
trigger1 = TeamMode = turns
var(58) = 2

[State -2]
type = varset
triggerall = var(56) = 0
trigger1 = Win
trigger1 = Stateno = [180,189]
var(56) = 1

[State -2]
type = varset
trigger1 = fvar(1)<0.7
fvar(1) = 1.0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Time = 0
trigger1 = stateno != 50
sysvar(4) = 0

[State -2]
type = varadd
trigger1 = (enemy,stateno != [150,153]) && !fvar(4) <= 0
ignorehitpause = 1
fvar(4) = -.07

[State -2]
type = VarSet
triggerall = enemy,authorname = "abuhachi"
trigger1 = enemy,anim = 160
trigger2 = enemy,anim = 161
trigger3 = enemy,anim = 162
trigger4 = enemy,anim = 163
ignorehitpause = 1
var(41) = 1

[State -2]
type = VarSet
triggerall = enemy,authorname = "abuhachi"
trigger1 = enemy,stateno = 151
trigger1 = enemy,anim = 150 || enemy,anim = 153
trigger2 = enemy,stateno = 153
trigger2 = enemy,anim = 151 || enemy,anim = 154
ignorehitpause = 1
var(41) = 0

[State -2]
type = VarSet
triggerall = enemy,authorname = "GM"
triggerall = enemy,fvar(17)
trigger1 = enemy,name = "The Griffon"
trigger2 = enemy,name = "Terry"
trigger3 = enemy,name = "Hotaru"
trigger4 = enemy,name = "Gato"
var(41) = 1

[State -2]
type = VarSet
trigger1 = numpartner
trigger2 = enemy,numpartner
var(41) = 1

[State -2]
type = TargetState
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && moveguarded
trigger1 = fvar(4) >= 110 && target,statetype != A && !var(41)
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State -2]
type = VarSet
trigger1 = !NumTarget(650)
trigger1 = !NumTarget(800)
trigger1 = !NumTarget(1200)
trigger1 = !NumTarget(1220)
trigger1 = !var(15)
trigger1 = NumTarget 
trigger1 = Target,StateNo = [5030,5050]
trigger1 = Target,StateType = A
;trigger1 = Target,NumPartner = 0
var(16) = 1

[State -2]
type = VarSet
trigger1 = Enemy,StateType != A || Enemy,StateNo != [5030,5050]
var(16) = 0

[State -2]
type = VarSet
trigger1 = !NumTarget
var(15) = 0

[State 1000]
type = VarSet
trigger1 = Numexplod(8030)
trigger2 = fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State -2]
type = Explod
triggerall = NumTarget
triggerall = NumExplod(8030) = 0
trigger1 = target,statetype != A && !var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -3]
type = varadd
trigger1 = var(9) > 3
trigger1 = movetype = H && time = 1 && var(42) <= 12
trigger1 = fvar(30) = 1
var(42) = 4

[State -3]
type = varset
trigger1 = Enemy,TeamMode = turns
trigger1 = Win
var(42) = 0

[State -3]
type = varset
trigger1 = time = 1 && stateno = [1000,1020]
fvar(30) = 1

[State -3]
type = varset
trigger1 = time = 1 && movetype != A
fvar(30) = 0

[State -3]
type = varadd
trigger1 = var(9) > 3
trigger1 = stateno = 650 && time = 11
trigger1 = movecontact = 0
var(43) = 8

[State -3]
type = varset
trigger1 = Enemy,TeamMode = turns
trigger1 = Win
var(43) = 0

[State -3]
type = varadd
trigger1 = var(9) > 3
trigger1 = movetype = H && time = 1 && var(45) <= 4
trigger1 = prevstateno = 710
var(45) = 1

[State -3]
type = varset
trigger1 = TeamMode = turns
trigger1 = Win
var(45) = 0

[State -3]
type = varadd
trigger1 = var(9) > 3
trigger1 = movetype = H && time = 1 && var(46) <= 4
trigger1 = prevstateno = 102
var(46) = 1

[State -3]
type = varset
trigger1 = Enemy,TeamMode = turns
trigger1 = Win
var(46) = 0

[State 5001, 6]
type = selfState
trigger1 = anim = [30000,30002]
value = anim
persistent = 256
ignorehitpause = 1
[State 5001, 6]
type = selfState
trigger1 = roundstate < 2
trigger1 = movetype = h || alive = 0 || life < 1
trigger2 = numtarget > 0
trigger2 = target,ishelper = 1
trigger2 = projcontacttime(0) = 0
trigger2 = stateno = 110 || stateno = 115 || stateno = 5100 || stateno = 5110
trigger3 = gethitvar(fall.damage) <= -1*lifemax || gethitvar(fall.damage) >= lifemax
trigger4 = hitpausetime > 19
trigger5 = var(59) != 0 || sysfvar(1) != 0
value = 30000
persistent = 256
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef -3]

[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=0,4927568,25,15,255
ignorehitpause=1
[state ]
type=null
trigger1=var(var(-912)+984):=0||1
ignorehitpause=1

[State 5001, 6]
type = selfstate
trigger1 = ishelper(30010) = 1 || ishelper(300100) = 1
value = 30010

[State 5900, 1]
type = VarRangeSet
trigger1=anim=0&&roundsexisted=0&&roundstate<2&&stateno=5900&&time=0&&var(var(4938572)+48188)<3&&var((3628-3648)/4)=0
value = 0
[State 5900, 2]
type = VarRangeSet
trigger1=anim=0&&roundsexisted=0&&roundstate<2&&stateno=5900&&time=0&&var(var(4938572)+48188)<3&&var((3628-3648)/4)=0
fvalue = 0
[State 5900, 1]
type = VarSet
trigger1=anim=0&&roundstate<2&&stateno=5900&&time=0&&var(var(4938572)+48188)<3&&var((3628-3648)/4)=0
sysfvar(0) = lifemax

[state ]
type=displaytoclipboard
trigger1=1
params=7,-5900
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"

[State 1000]
type = Explod
trigger1 = alive = 1
trigger1 = anim != [30000,30002]
trigger1 = stateno != 135010
trigger1 = stateno != 13900 && stateno != [139000,139001]
trigger1 = stateno != 21000
trigger1 = stateno != [52000,52002]
trigger1 = numhelper(1005) > 0 || numhelper(1205) > 0 || numhelper(1305) > 0 || numhelper(3350) > 0 || numhelper(141000) > 0 || numhelper(1410020) > 0
anim = 13400
id = 13400
sprpriority = var((460-3648)/4) + ifelse((gametime+0)%180<90,1,-1)
ownpal = 1
trans = add1
pos = ceil((50*cos((gametime)*Pi/180))*fvar(10)),ceil((15*sin((gametime)*Pi/180) + ifelse(statetype = c,.25,ifelse(statetype = l,.1,.5))*Const(Size.Head.Pos.Y))*fvar(11))
scale = .5*fvar(10),.5*fvar(11)
ignorehitpause = 1
pausemovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)
supermovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)
[State 1000]
type = Explod
trigger1 = alive = 1
trigger1 = anim != [30000,30002]
trigger1 = stateno != 135010
trigger1 = stateno != 13900 && stateno != [139000,139001]
trigger1 = stateno != 21000
trigger1 = stateno != [52000,52002]
trigger1 = numhelper(1005) > 0 || numhelper(1205) > 0 || numhelper(1305) > 0 || numhelper(3350) > 0 || numhelper(141000) > 0 || numhelper(1410020) > 0
anim = 13400
id = 13400
sprpriority = var((460-3648)/4) + ifelse((gametime+90)%180<90,5,-1)
ownpal = 1
trans = add1
pos = ceil((50*cos((gametime+90)*Pi/180))*fvar(10)),ceil((15*sin((gametime+90)*Pi/180) + ifelse(statetype = c,.25,ifelse(statetype = l,.1,.5))*Const(Size.Head.Pos.Y))*fvar(11))
scale = .5*fvar(10),.5*fvar(11)
ignorehitpause = 1
pausemovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)
supermovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)
[State 1000]
type = Explod
trigger1 = alive = 1
trigger1 = anim != [30000,30002]
trigger1 = stateno != 135010
trigger1 = stateno != 13900 && stateno != [139000,139001]
trigger1 = stateno != 21000
trigger1 = stateno != [52000,52002]
trigger1 = numhelper(1005) > 0 || numhelper(1205) > 0 || numhelper(1305) > 0 || numhelper(3350) > 0 || numhelper(141000) > 0 || numhelper(1410020) > 0
anim = 13400
id = 13400
sprpriority = var((460-3648)/4) + ifelse((gametime+180)%180<90,5,-1)
ownpal = 1
trans = add1
pos = ceil((50*cos((gametime+180)*Pi/180))*fvar(10)),ceil((15*sin((gametime+180)*Pi/180) + ifelse(statetype = c,.25,ifelse(statetype = l,.1,.5))*Const(Size.Head.Pos.Y))*fvar(11))
scale = .5*fvar(10),.5*fvar(11)
ignorehitpause = 1
pausemovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)
supermovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)
[State 1000]
type = Explod
trigger1 = alive = 1
trigger1 = anim != [30000,30002]
trigger1 = stateno != 135010
trigger1 = stateno != 13900 && stateno != [139000,139001]
trigger1 = stateno != 21000
trigger1 = stateno != [52000,52002]
trigger1 = numhelper(1005) > 0 || numhelper(1205) > 0 || numhelper(1305) > 0 || numhelper(3350) > 0 || numhelper(141000) > 0 || numhelper(1410020) > 0
anim = 13400
id = 13400
sprpriority = var((460-3648)/4) + ifelse((gametime+270)%180<90,5,-1)
ownpal = 1
trans = add1
pos = ceil((50*cos((gametime+270)*Pi/180))*fvar(10)),ceil((15*sin((gametime+270)*Pi/180) + ifelse(statetype = c,.25,ifelse(statetype = l,.1,.5))*Const(Size.Head.Pos.Y))*fvar(11))
scale = .5*fvar(10),.5*fvar(11)
ignorehitpause = 1
pausemovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)
supermovetime = ifelse((var((476-3648)/4) > 0 || var((480-3648)/4) > 0),9999999999,0)

[State -2]
type = hitby
trigger1 = Numexplod(13400) > 0
value = 

[State -2]
type = HitOverride
triggerall = var(7) = [0,9]
trigger1 = !sysvar(3) && !sysvar(4)
trigger1 = statetype = A
trigger1 = ctrl || stateno = 2510
slot = 1
attr = SCA,AA,AP
stateno = 2500

[State -3]
type = Helper
triggerall = alive
triggerall = movetype != H
trigger1 = NumHelper(15000) = 0
id = 15000
sprpriority = -99
name = "senkou"
pos = 0,0
postype = p1
stateno = 15000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State 5001, 6]
type = ChangeState
triggerall = anim != [30000,30002]
triggerall = stateno != 135010
triggerall = var(50)
trigger1 = ctrl
trigger2 = animtime = 0
trigger2 = stateno = 5120 || (stateno = [2000,2030])
value = var(50)

[State 1000]
type = Turn
triggerall = Time = 1 && stateno != 701 && stateno = [200,710]
trigger1 = p2dist X < 0 && statetype != A

[state ]
type=null
trigger1=palno=2
trigger1=var((4136-3648)/4):=ceil(.2*var((4136-3648)/4))||1
trigger1=0
trigger2=palno=3
trigger2=var((4136-3648)/4):=ceil(.04*var((4136-3648)/4))||1
trigger2=0
trigger3=palno=4
trigger3=var((4136-3648)/4):=ceil(.01*var((4136-3648)/4))||1
trigger3=0
trigger4=palno=5
trigger4=var((4136-3648)/4):=ceil(.005*var((4136-3648)/4))||1
trigger4=0
trigger5=palno=6
trigger5=var((4136-3648)/4)!=0
trigger5=var((4136-3648)/4):=ifelse(gethitvar(damage)<0,-1,1)||1
trigger5=0
ignorehitpause=1
[state ]
type=null
trigger1=palno=4||palno=6
trigger1=(stateno=150||stateno=152||stateno=154||stateno=5000||stateno=5010||stateno=5020||stateno=5070||stateno=5080)&&time=0
trigger1=fvar((4184-3888)/4):=.1*fvar((4184-3888)/4)||1
trigger1=fvar((4188-3888)/4):=.1*fvar((4188-3888)/4)||1
trigger1=fvar((4192-3888)/4):=3*const(movement.yaccel)||1
trigger1=fvar((4216-3888)/4):=.1*fvar((4216-3888)/4)||1
trigger1=fvar((4220-3888)/4):=.1*fvar((4220-3888)/4)||1
trigger1=var((4124-3648)/4):=0||1
trigger1=var((4132-3648)/4):=ifelse(stateno<155,0,var((4132-3648)/4))||1
trigger1=var((4148-3648)/4):=ceil(.1*var((4148-3648)/4))||1
trigger1=var((4160-3648)/4):=0||1
trigger1=var((4164-3648)/4):=0||1
trigger1=var((4208-3648)/4):=0||1
trigger1=var((4212-3648)/4):=0||1
trigger1=var((4224-3648)/4):=1||1
trigger1=var((4232-3648)/4):=0||1
trigger1=var((4236-3648)/4):=0||1
trigger1=0

[State 5900, 1]
type = Varadd
trigger1 = gethitvar(damage) != 0
sysfvar(0) = -1*gethitvar(damage)

[State -2]
type = Varadd;LifeAdd
triggerall = var(1) = 0
triggerall = var(2) = 120
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) <= 323
trigger1 = var(0) = 1
trigger1 = life > 1
ignorehitpause = 1
sysfvar(0) = ceil(var(44)*1/100)

[State -2]
type = Varadd;LifeAdd
triggerall = var(1) = 0
triggerall = var(2) = 119
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) > 323
trigger1 = (1000*sysfvar(0)/var(44)) <= 333
trigger1 = var(0) = 1
ignorehitpause = 1
sysfvar(0) = 333-(1000*sysfvar(0)/var(44))

[State -2]
type = Varadd;LifeAdd
triggerall = var(1) = 1
triggerall = var(2) = 120
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) >= 333
trigger1 = (1000*sysfvar(0)/var(44)) <= 656
trigger1 = var(0) = 1
ignorehitpause = 1
sysfvar(0) = ceil(var(44)*1/100)

[State -2]
type = Varadd;LifeAdd
triggerall = var(1) = 1
triggerall = var(2) = 119
triggerall = RoundState = 2
trigger1 = (1000*sysfvar(0)/var(44)) > 656
trigger1 = (1000*sysfvar(0)/var(44)) <= 666
trigger1 = var(0) = 1
ignorehitpause = 1
sysfvar(0) = 666-(1000*sysfvar(0)/var(44))

[State -2]
type = Varadd;LifeAdd
triggerall = var(1) >= 2
triggerall = var(2) = 120
triggerall = RoundState = 2
trigger1 = var(0) = 1
trigger1 = sysfvar(0) > 1
ignorehitpause = 1
sysfvar(0) = ceil(var(44)*1/100)

[State 5900, 1]
type = Varset
trigger1 = 1
sysfvar(0) = ifelse(sysfvar(0)<0,0,ifelse(sysfvar(0)>lifemax,lifemax,sysfvar(0)))
[state ]
type=null
trigger1=sysfvar(0)>0
trigger1=var((4136-3648)/4):=0||1
trigger1=0

[State -3]
type = VarSet
trigger1 = !var(40)
fvar(4) = 0

[State -3]
type = VarSet
trigger1 = RoundState = 1 || RoundState = 2
trigger1 = var(58) != 2
trigger1 = var(44) = 0
var(44) = ceil(sysfvar(0));Life

[State -3]
type = Explod
triggerall = NumTarget
triggerall = NumExplod(8030) = 0
trigger1 = target,stateno = 4121 && target,statetype != A && !var(41)
trigger1 = (stateno = [1200,1250]) && target,time = 1 && target,movetype = H
trigger1 = moveguarded
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -3] 
type = ChangeState
triggerall = anim != [30000,30002]
trigger1 = Enemy,TeamMode = turns || Enemy,TeamMode = turns
trigger1 = StateNo = 5900
trigger1 = p2name = "Grant" || p4name = "Grant"
value = 192

[State -3]
type = ChangeState
triggerall = anim != [30000,30002]
trigger1 = TeamMode = turns
trigger1 = StateNo = 5900
trigger1 = var(58) != 2
value = 190

[State -3]
type = RemoveExplod
trigger1 = StateNo != 220
id = 6050

[State -3]
type = RemoveExplod
trigger1 = StateNo != 225
id = 6051

[State -3]
type = RemoveExplod
trigger1 = StateNo != 230
id = 6052

[State -3]
type = RemoveExplod
trigger1 = StateNo != 420
id = 6053

[State -3]
type = RemoveExplod
trigger1 = StateNo != 430
id = 6054

[State -3]
type = RemoveExplod
trigger1 = StateNo != 620
trigger2 = StateType != A
id = 6055

[State -3]
type = RemoveExplod
trigger1 = StateNo != 630
trigger2 = StateType != A
id = 6056

[State -3]
type = varset
triggerall = StateType != A || StateNo != [40,59]
trigger1 = sysvar(3)
sysvar(3) = 0

[State -3]
type = varset
trigger1 = StateType = A
trigger1 = command != "holdup"
sysvar(3) = 1

[State 50]
type = VarAdd
trigger1 = StateType = A
var(34) = 1

[State -3]
type = veladd
triggerall = StateType = A
triggerall = (StateNo = [40,59]) || StateNo = [600,699]
trigger1 = var(34) = 4 && sysvar(3)
y = 2.5*fvar(11)

[State -3]
type = varset
triggerall = StateType != A
trigger1 = var(34)
var(34) = 0

[State -3]
type = varset
triggerall = var(20) = 0
trigger1 = PalNo = 5 || PalNo = 6
var(20) = 1

[State -3]
type = VarAdd
triggerall = var(21) < 10
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
var(21) = 1

[State -3]
type = VarSet
triggerall = var(21)
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
var(21) = 0

[State -3]
type = AfterImageTime
trigger1 = stateno != [180,3999]
trigger2 =  movetype = H
time = 0

[State -3]
type = varset
triggerall = var(37) > 0
trigger1 = movetype = H
trigger2 = stateno != [3000,3021]
var(37) = 0

[State -3] 
type = VarSet
triggerall = var(22) = 0
triggerall = MatchOver = 1
trigger1 =  enemy,name = "Geese Howard"
trigger2 =  enemy,name = "NIGHTMARE GEESE"
trigger3 =  enemy,name = "cvsgeese"
trigger4 =  enemy,name = "cvsgeese_ex"
trigger5 =  enemy,name = "cvsgeese_normal"
trigger6 =  enemy,name = "Geese"
trigger7 = enemy,name = "Wolfgang Krauser"
trigger8 = enemy,name = "Krauser"
trigger9 = enemy,name = "Jin Chonrei"
trigger10 = enemy,name = "Chonrei"
trigger11 = enemy,name = "geese_FF3RB"
trigger12 = enemy,name = "cvs_geese"
trigger13 =  enemy,name = "Geese_Howard"
trigger14 = enemy,name = "Wolfgang_Krauser"
trigger15 = enemy,name = "Jin_Chonrei"
var(22) = 3

[State -3] 
type = VarSet
triggerall = var(22) = 0
triggerall = MatchOver = 1
trigger1 = enemy,name = "Rock Howard"
trigger2 = enemy,name = "cvsrock"
trigger3 = enemy,name = "RockXI"
trigger4 = enemy,name = "Rock"
trigger5 = enemy,name = "Rock_Howard"
var(22) = 2

[State -3] 
type = VarSet
triggerall = var(22) = 0
triggerall = MatchOver = 1
trigger1 = enemy,name = "Terry Bogard"
trigger2 = enemy,name = "cvsterry"
trigger3 = enemy,name = "TerryXI"
trigger4 = enemy,name = "Terry"
trigger5 = enemy,name = "GSP_Terry"
trigger6 = enemy,name = "Andy Bogard"
trigger7 = enemy,name = "Andy"
trigger8 = enemy,name = "Joe Higashi"
trigger9 = enemy,name = "cvsjoe"
trigger10 = enemy,name = "Joe"
trigger11 = enemy,name = "Another Unknown"
trigger12 = enemy,name = "Ultimate Terry"
trigger13 = enemy,name = "Ultimate Joe"
trigger14 = enemy,name = "TerryXIII"
trigger15 = enemy,name = "Terry_XIII"
trigger16 = enemy,name = "Terry XIII"
trigger17 = enemy,name = "AndyXIII"
trigger18 = enemy,name = "Andy_XIII"
trigger19 = enemy,name = "Andy XIII"
trigger20 = enemy,name = "JoeXIII"
trigger21 = enemy,name = "Joe_XIII"
trigger22 = enemy,name = "Joe XIII"
trigger23 = enemy,name = "cvsandy"
trigger24 = enemy,name = "terry_FF3RB"
trigger25 = enemy,name = "andy_FF3RB"
trigger26 = enemy,name = "joe_FF3RB"
var(22) = 1

[State -3]
type = varrandom
triggerall = time = 1
trigger1 = stateno = [200,230]
trigger2 = stateno = [400,430]
trigger3 = stateno = [600,680]
trigger4 = stateno = [700,710]
v = 31
range = 0,1
ignorehitpause = 1

[State -3]
type = varrandom
trigger1 = stateno = 220 && movehit = 1
trigger2 = stateno = 230 && movehit = 1
trigger3 = stateno = 700 && movehit = 1
v = 31
range = 0,1
ignorehitpause = 1

[State -3]
type = varrandom
triggerall = time = 1
trigger1 = stateno = [200,210]
trigger2 = stateno = 225
trigger3 = stateno = [400,430]
trigger4 = stateno = [600,630]
trigger5 = stateno = [700,710]
trigger6 = stateno = 220 && Time = 12
trigger7 = stateno = 230 && movehit = 1
v = 31
range = 0,1
ignorehitpause = 1

[State -3]
type = varrandom
trigger1 = stateno = 420 && movehit = 1
trigger2 = stateno = 710 && movehit = 1
v = 31
range = 0,1
ignorehitpause = 1

[State -3]
type = varrandom
triggerall = time = 1
trigger1 = stateno = [200,240]
trigger2 = stateno = [400,440]
trigger3 = stateno = [600,640]
trigger4 = stateno = [700,710]
v = 30
range = 0,1
ignorehitpause = 1

[State -3]
type = varrandom
triggerall = time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
v = 30
range = 0,3
ignorehitpause = 1

[State -3]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(30) = 0
triggerall = random < 600
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
value = 5000,0

[State -3]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(30) = 1
triggerall = random < 600
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
value = 5000,1

[State -3]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(30) = 2
triggerall = random < 600
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
value = 5000,2

[State -3]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(30) = 3
triggerall = random < 600
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
value = 5000,3

[State -3]
type = StopSnd
trigger1 = movetype = H
channel = 4

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = Stateno = 50
value = 1,2

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = Stateno = 100
value = 1,1

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = Stateno = 105
value = 1,1

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = Stateno = 52
value = 1,3

[State -3]
type = StopSnd
trigger1 = Movetype = H
channel = 0

[State -3]
type = StopSnd
trigger1 = stateno = [1,194]
trigger2 = stateno = [196,9999]
channel = 3

[State -3]
type = RemoveExplod
trigger1 = StateNo != 3300
id = 6110

[State -3]
type = ChangeState
triggerall = anim != [30000,30002]
triggerall = Life <= 0 && StateNo = [5000,5010]
triggerall = prevstateno != 5600 && time = 1
triggerall = enemynear,hitdefattr = SCA,NA
trigger1 = enemynear,movehit = 1
trigger1 = GetHitVar(hitshaketime) =[1,9]
ignorehitpause = 0
value = 5600

[State -2]
type = VarSet
trigger1 = fvar(31) = 0
trigger1 = enemynear,hitdefattr = SC,NT,ST,HT
fvar(31) = enemy,stateno

[State -2]
type = VarSet
trigger1 = fvar(31) != 0
trigger1 = fvar(32) = 0
trigger1 = enemynear,hitdefattr = SC,NT,ST,HT
fvar(32) = enemy,stateno

[State -2]
type = VarSet
trigger1 = fvar(31) != 0
trigger1 = fvar(32) != 0
trigger1 = fvar(33) = 0
trigger1 = enemynear,hitdefattr = SC,NT,ST,HT
fvar(33) = enemy,stateno

[State -2]
type = varset
trigger1 = movetype = H && time = 1
trigger1 = (prevstateno = [50,51]) || (prevstateno = [600,630]) || (prevstateno = [120,153])
trigger1 = p2statetype = C && statetype = A && fvar(20) != 0 && fvar(21) = 0 && enemy,stateno != fvar(20)
ignorehitpause = 1
fvar(21) = enemy,stateno

[State -2]
type = varset
trigger1 = movetype = H && time = 1
trigger1 = (prevstateno = [50,51]) || (prevstateno = [600,630]) || (prevstateno = [120,153])
trigger1 = p2statetype = C && statetype = A && fvar(20) = 0
ignorehitpause = 1
fvar(20) = enemy,stateno

[State -2]
type = varset
trigger1 = movetype = H && time = 1
trigger1 = (prevstateno = [50,51]) || (prevstateno = [600,630]) || (prevstateno = [120,153])
trigger1 = p2statetype = S && statetype = A && fvar(22) != 0 && fvar(23) = 0 && enemy,stateno != fvar(22)
ignorehitpause = 1
fvar(23) = enemy,stateno

[State -2]
type = varset
trigger1 = movetype = H && time = 1
trigger1 = (prevstateno = [50,51]) || (prevstateno = [600,630]) || (prevstateno = [120,153])
trigger1 = p2statetype = S && statetype = A && fvar(22) = 0
ignorehitpause = 1
fvar(22) = enemy,stateno

[State -3]
type = varset
trigger1 = Lose
trigger2 = Win
fvar(20) = 0

[State -3]
type = varset
trigger1 = Lose
trigger2 = Win
fvar(21) = 0

[State -3]
type = varset
trigger1 = Lose
trigger2 = Win
fvar(22) = 0

[State -3]
type = varset
trigger1 = Lose
trigger2 = Win
fvar(23) = 0

[State -3]
type = varset
trigger1 = var(9) > 6
trigger1 = prevstateno = 130 || prevstateno = [150,153]
trigger1 = movetype = H && enemynear,movehit && enemynear,statetype = S
trigger1 = enemynear,hitdefattr = S,AA || enemynear,hitdefattr = C,AA
trigger1 = (stateno != [130,153]) &&  fvar(24) = 0 && enemy,stateno != fvar(25)
trigger1 = statetype = S
ignorehitpause = 1
fvar(24) = enemy,stateno

[State -3]
type = varset
trigger1 = var(9) > 6
trigger1 = prevstateno = 131 || prevstateno = [152,153]
trigger1 = movetype = H && enemynear,movehit
trigger1 = enemynear,hitdefattr = S,AA || enemynear,hitdefattr = C,AA
trigger1 = (stateno != [130,153]) && fvar(25) = 0 && enemy,stateno != fvar(24)
trigger1 = statetype = C
ignorehitpause = 1
fvar(25) = enemy,stateno

[State -3]
type = varset
trigger1 = Enemy,TeamMode = turns
trigger1 = Win
fvar(24) = 0

[State -3]
type = varset
trigger1 = Enemy,TeamMode = turns
trigger1 = Win
fvar(25) = 0

[State -3]
type = varset
trigger1 = Enemy,StateType = L
trigger1 = Enemy,Stateno != [5100,5110]
trigger1 = Enemy,AnimTime = -1
fvar(27) = 13

[State -3]
type = varadd
trigger1 = fvar(27) > 0
fvar(27) = -1

[State -3]
type = varset
trigger1 = fvar(27) < 0
fvar(27) = 0

[State -3]
type = varset
trigger1 = StateType = L && Random < 500
trigger1 = Stateno != [5100,5110]
trigger1 = AnimTime = -1
fvar(28) = 13

[State -3]
type = varadd
trigger1 = fvar(28) > 0
fvar(28) = -1

[State -3]
type = varset
trigger1 = fvar(28) < 0
fvar(28) = 0

[State 5001, 6]
type = ChangeState
trigger1 = numhelper(13500) = 1
trigger1 = helper(13500),var(1) = 1
ctrl = 0
value = 135010

[State 5001, 6]
type = ChangeState
trigger1 = ctrl = 1
trigger1 = numhelper(1005) > 0 || numhelper(1205) > 0 || numhelper(1305) > 0 || numhelper(3350) > 0
trigger1 = random < ifelse(var(9) = 0,10,100)
ctrl = 0
value = 13900
