;===========================================================================
; 必殺技
;===========================================================================
;---------------------------------------------------------------------------
;ドラム
;---------------------------------------------------------------------------

[Statedef 1000]
type     = S
movetype = A
physics  = N
juggle   = 2
poweradd = 60
ctrl     = 0
anim     = 1000
velset   = 0,0

[State 1000, 強弱]
type = VarSet
triggerall = (var(0) = 0)
trigger1 = Time = 0
v = 53
value = ifelse((command="y"),1,0)
IgnoreHitPause = 1
Persistent = 1

[State 1000, 強弱];ＡＩ用
type = VarSet
triggerall = (var(0) = 1)
trigger1 = Time = 0
v = 53
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 1000, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(14) < 0)
edge = 5,0

[State 1000, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[state 1000]
type = velset
trigger1 = animelem = 4
x = 11

[state 1000]
type = velset
trigger1 = animelem = 5
x = 0

[state 1000]
type = explod
trigger1 = animelem = 2
anim = 4022
postype = p1
pos = 10,-85
sprpriority = 1
ownpal = 1
ID = 4020

[state 1000]
type = explod
trigger1 = animelem = 2
anim = 4022
postype = p1
pos = 50,-83
sprpriority = 1
ownpal = 1
ID = 4020

[state 1000]
type = explod
trigger1 = animelem = 2
anim = 4022
postype = p1
pos = 90,-80
sprpriority = 1
ownpal = 1
ID = 4020

[state 1000]
type = explod
trigger1 = animelem = 6
anim = 4022
postype = p1
pos = 10,-60
sprpriority = 1
ownpal = 1
ID = 4020

[state 1000]
type = explod
trigger1 = animelem = 6
anim = 4022
postype = p1
pos = 50,-30
sprpriority = 1
ownpal = 1
ID = 4020

[state 1000]
type = explod
trigger1 = animelem = 6
anim = 4022
postype = p1
pos = 90,-20
sprpriority = 1
ownpal = 1
ID = 4020

[State 1000]
type = PlaySnd
trigger1 = Time = 6
value = 0,2

[State 1000]
type = HitDef
triggerall = var(24)=0
trigger1 = Time = 6
attr             = S, SA
animtype         = Back
damage           = 45-ifelse(Enemy,Gethitvar(hitcount)*5 > 35, 35, Enemy,Gethitvar(hitcount)*5),4
getpower         = 30,10
guardflag        = M
priority         = 5
pausetime        = 8,12
sparkno          = s(var(44))
sparkxy          = -10,-68
guard.sparkno    = s4000
hitsound         = s1,3
guardsound       = s1,5
ground.type      = Low
ground.slidetime = 16
ground.hittime   = 19
ground.velocity  = ifelse(var(35)=1,-1.2,-2.4),0
guard.velocity   = -7
air.velocity     = ifelse(var(35)=1,-1.8,-2.4),-2
airguard.velocity= -6,-4.5

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

;---------------------------------------------------------------------------
;ウィング
;---------------------------------------------------------------------------

[Statedef 1010]
type     = S
movetype = A
physics  = N
juggle   = 2
poweradd = 60
ctrl     = 0
anim     = 1010
velset   = 0,0

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -10,-80
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -30,-100
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -50,-120
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -40,-140
sprpriority = 1
ownpal = 1
ID = 4020


[State 1010, 強弱]
type = VarSet
triggerall = (var(0) = 0)
trigger1 = Time = 0
v = 53
value = ifelse((command="y"),1,0)
IgnoreHitPause = 1
Persistent = 1

[State 1010, 強弱];ＡＩ用
type = VarSet
triggerall = (var(0) = 1)
trigger1 = Time = 0
v = 53
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1011

;---------------------------------------------------------------------------
飛び上がり

[Statedef 1011]
type    = A
movetype= A
physics = N
velset = 2.0,-12
anim = 1011

[state 1011]
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -30,-70
sprpriority = 1
ownpal = 1
ID = 4020

[state 1011]
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -40,-80
sprpriority = 1
ownpal = 1
ID = 4020

[state 1011
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -70,-90
sprpriority = 1
ownpal = 1
ID = 4020

[state 1011]
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -50,-100
sprpriority = 1
ownpal = 1
ID = 4020

[State 1011]
type = PlaySnd
trigger1 = Time = 6
value = 0,2

[State 1011]
type = PlaySnd
trigger1 = Time = 10
value = 0,21

[State 1011]
type = HitDef
triggerall = var(24)=0
trigger1 = Time = 0
attr             = S, SA
animtype         = Up
damage           = 45-ifelse(Enemy,Gethitvar(hitcount)*5 > 35,35,Enemy,Gethitvar(hitcount)*5),4
getpower         = 30,10
hitflag		 = MA
guardflag        = MA
priority         = 5
pausetime        = 8,12
sparkno          = s(var(44))
sparkxy          = -10,-48
guard.sparkno    = s4000
hitsound         = s1,3
guardsound       = s1,5
ground.type      = Low
ground.slidetime = 16
ground.hittime   = 19
ground.velocity  = -2.4,-8
guard.velocity   = -7
air.velocity     = -2.4,0
airguard.velocity= -6,-4.5
fall = 1
fall.recover = 0

[State 1011]
type = VelAdd
trigger1 = 1
y = .60

[State 1011]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 52

;---------------------------------------------------------------------------
;サイ
;---------------------------------------------------------------------------

[Statedef 1020]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(var(35)=1,0,60)
ctrl     = 0
anim     = 1020
velset   = 0,0

[state 1020]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = 60,-80
sprpriority = 2
ownpal = 1
ID = 4020

[state 1020]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = 60,-120
sprpriority = 2
ownpal = 1
ID = 4020

[state 1020]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = 50,-50
sprpriority = 2
ownpal = 1
ID = 4020

[state 1020]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = 80,-60
sprpriority = 2
ownpal = 1
ID = 4020

[state 1020]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = 70,-100
sprpriority = 2
ownpal = 1
ID = 4020

[state 1020]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = 80,-70
sprpriority = 2
ownpal = 1
ID = 4020

[state 1020]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = 110,-80
sprpriority = 2
ownpal = 1
ID = 4020

[State 1020, ヒット定義]
type = HitDef
triggerall = var(24)=0
trigger1 = Time = 0
attr             = S, SA
animtype         = Back
damage           = 42-ifelse(Enemy,Gethitvar(hitcount)*5 > 35,35,Enemy,Gethitvar(hitcount)*5),4
getpower         = 30,10
hitflag		 = MAFLH
guardflag        = HA
priority         = 5
pausetime        = 8,12
sparkno          = s(var(44))
sparkxy          = -10,-48
guard.sparkno    = s4000
hitsound         = s1,3
guardsound       = s1,5
ground.slidetime = 16
ground.hittime   = 19
ground.velocity  = -2.4,0
guard.velocity   = -7
air.velocity     = -2.4,14
airguard.velocity= -6,-4.5

[State 1021, 速度加算]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 1.000

[State 1020, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1021

[Statedef 1021]
type    = S
movetype= A
physics = N
anim = 1021

[State 1021, 軸位置];地面に軸をリセットする
type = PosSet
trigger1 = 1
y = 0

[State 1021, 移動速度];速度をリセットしている
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 1021]
type = envshake
trigger1 = Time = 0
time = 24
ampl = 10
freq = 100

[State 1021, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 6,0

[state 1021]
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -30,-70
sprpriority = 1
ownpal = 1
ID = 4020

[state 1021]
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -40,-80
sprpriority = 1
ownpal = 1
ID = 4020

[state 1021
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -70,-90
sprpriority = 1
ownpal = 1
ID = 4020

[state 1021]
type = explod
trigger1 = animelem = 5
anim = 4022
postype = p1
pos = -50,-100
sprpriority = 1
ownpal = 1
ID = 4020

[State 1021, ヒット定義]
type = HitDef
triggerall = var(24)=0
trigger1 = Time = 0
attr             = S, SA
animtype         = Up
damage           = 40-ifelse(Enemy,Gethitvar(hitcount)*5 > 35,35,Enemy,Gethitvar(hitcount)*5),4
getpower         = 30,10
hitflag		 = MAFLHD
guardflag        = MA
priority         = 5
pausetime        = 8,12
sparkno          = s(var(44))
sparkxy          = -10,-48
guard.sparkno    = s4000
hitsound         = s1,3
guardsound       = s1,5
ground.type      = Low
ground.slidetime = 16
ground.hittime   = 19
ground.velocity  = -2.4,-8
guard.velocity   = -7
air.velocity     = -2.4,0
airguard.velocity= -6,-4.5
fall = 1
fall.recover = 0

[State 1021, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 0

;---------------------------------------------------------------------------
;リブ
;---------------------------------------------------------------------------

[Statedef 1030]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
sprpriority = 0
anim     = ifelse(PrevStateNo = 50,1030,1031)
velset   = 2.5,0

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -80,-80
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -90,-95
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -100,-90
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 1
anim = 4022
postype = p1
pos = -90,-100
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 6
anim = 4022
postype = p1
pos = 105,-95
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 6
anim = 4022
postype = p1
pos = 115,-115
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 6
anim = 4022
postype = p1
pos = 100,-110
sprpriority = 1
ownpal = 1
ID = 4020

[state 1010]
type = explod
trigger1 = animelem = 6
anim = 4022
postype = p1
pos = 120,-120
sprpriority = 1
ownpal = 1
ID = 4020


[State 1030]
type = VelAdd
trigger1 = (Time > 10)
y = ifelse(PrevStateNo = 50,0.2,0.4)

[State 1030]
type = PlaySnd
trigger1 = Time = 6
value = 0,2

[State 1030]
type = PlaySnd
trigger1 = Time = 10
value = 0,21

[State 1030]
type = HitDef
triggerall = var(24)=0
trigger1 = Time = 0
attr             = A, SA
animtype         = Hard
damage           = 45-ifelse(Enemy,Gethitvar(hitcount) > 35,35,Enemy,Gethitvar(hitcount)),4
getpower         = 30,10
hitflag		 = MAFLH
guardflag        = HA
priority         = 5
pausetime        = 8,12
sparkno          = s(var(44))
sparkxy          = -10,-20
guard.sparkno    = s4000
hitsound         = s1,3
guardsound       = s1,5
ground.type      = High
ground.slidetime = 16
ground.hittime   = 19
guard.velocity   = -7
airguard.velocity= -10,-4.5
p2stateno = ifelse(P2StateType = A,1033,1031)
ID = 1030
fall = 1
fall.recover = 0

[State 1030]
type = ChangeState
trigger1 = (Time > 0) && (Pos Y >= 0)
value = 52

;---------------------------------------------------------------------------
吹っ飛ぶ相手(地上Hit時)

[Statedef 1031]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1

[State 1031, -1]
type = Turn
trigger1 = Facing = EnemyNear,Facing
trugger1 = Time = 0

[State 1031, 0]
type = ScreenBound
trigger1 = 1
value = 1

[State 1031, 1]
type = changeanim
trigger1 = time = 0
value = 5030

[State 1031, 2]
type = changeanim
trigger1 = selfanimexist(5035) = 1
trigger1 = anim = 5030
trigger1 = animtime = 0
value = 5035

[State 1031, 3]
type = changeanim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = selfanimexist(5035) = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5050

[State 1031, 4]
type = velset
trigger1 = time = 5
x = -15
y = -5

[State 1031, 5]
type = veladd
trigger1 = time >= 5
y = 0.43

[State 1031, 6]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
value = 1032

[State 1031, 7]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y > 10)
value = 5110

;---------------------------------------------------------------------------
;吹っ飛ぶ相手(地上Hit時)２

[Statedef 1032]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1

[State 1032]
type = PlaySnd
trigger1 = Time = 0
value = f7,2

[State 1032, 0]
type = ScreenBound
trigger1 = 1
value = 1

[State 1032, 1]
type = changeanim
trigger1 = time <= 14
value = 5011

[State 1032, 7]
type = changeanim
trigger1 = time = 15
value = 5030

[State 1032, 7]
type = changeanim
trigger1 = selfanimexist(5035) = 1
trigger1 = anim = 5030
trigger1 = animtime = 0
value = 5035

[State 1032, 7]
type = changeanim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = selfanimexist(5035) = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5050

[State 1032, 5]
type = turn
trigger1 = time = 10

[State 1032, 5]
type = velset
trigger1 = time = 10
x = -2
y = -4

[State 1032, 5]
type = veladd
trigger1 = time >= 10
y = 0.43

[State 1032, 5]
type = envshake
trigger1 = Time = 0
time = 10
frep = 130
ampl = 7

[State 1032, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
ownpal = 1

[State 1032, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y > 10)
value = 5110

;---------------------------------------------------------------------------
吹っ飛ぶ相手(空中Hit時)

[Statedef 1033]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1

[State 1033, -1]
type = Turn
trigger1 = Facing = EnemyNear,Facing
trigger1 = Time = 0

[State 1033, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 1033, 1]
type = changeanim
trigger1 = time = 0
value = 5030

[State 1033, 2]
type = changeanim
trigger1 = selfanimexist(5035) = 1
trigger1 = anim = 5030
trigger1 = animtime = 0
value = 5035

[State 1033, 3]
type = changeanim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = selfanimexist(5035) = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5050

[State 1033, 4]
type = velset
trigger1 = time = 1
x = -12
y = 8

[State 1033, 5]
type = veladd
trigger1 = time >= 5
y = 0.43

[State 1031, 6]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
value = 1034

[State 1033, 7]
type = PlaySnd
trigger1 = (Vel y > 0) && (Pos y > 10)
value = f7,2

[State 1033, 7]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y > 10)
value = 5100

;---------------------------------------------------------------------------
;吹っ飛ぶ相手(地上Hit時)２

[Statedef 1034]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1

[State 1034]
type = PlaySnd
trigger1 = Time = 0
value = f7,2

[State 1034, 0]
type = ScreenBound
trigger1 = 1
value = 1

[State 1034, 1]
type = changeanim
trigger1 = time <= 14
value = 5011

[State 1034, 7]
type = changeanim
trigger1 = time = 15
value = 5030

[State 1034, 7]
type = changeanim
trigger1 = selfanimexist(5035) = 1
trigger1 = anim = 5030
trigger1 = animtime = 0
value = 5035

[State 1034, 7]
type = changeanim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = selfanimexist(5035) = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5050

[State 1034, 5]
type = turn
trigger1 = time = 6

[State 1034, 5]
type = velset
trigger1 = time = 6
x = 0
y = -4

[State 1034, 5]
type = veladd
trigger1 = time >= 6
y = 0.43

[State 1034, 5]
type = envshake
trigger1 = Time = 0
time = 10
frep = 130
ampl = 7

[State 1034, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
ownpal = 1

[State 1034, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y > 10)
value = 5100

;---------------------------------------------------------------------------
;キール
;---------------------------------------------------------------------------

[Statedef 1040]
type = S
movetype = A
physics = S
juggle = 15
ctrl = 0
anim = 1040
velset = 0,0
poweradd = 60

[State a]
type = SelfState
trigger1 = palno = 12
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1040, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1040, Combo]
type = VarSet
trigger1 = time = 0
fvar(18) = 0
ignorehitpause = 1

[State 1040, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1040,var(12)
channel = 0

[State 1040, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1040,1

[State 1040, 2]
type = Helper
trigger1 = Animelem = 1
pos = 0,0
stateno = 1045
sprpriority = 4
ownpal = 1
id = 1045
helpertype = normal
keyctrl = 0

[State 1040,0]
type = Changestate
trigger1 = Time >= 15 && !numhelper(1045)
value = 1041

;---------------------------------------------------------------------------
;キール終わり

[Statedef 1041]
type = S
movetype = I
physics = S
poweradd = 0
ctrl = 0
anim = 1041
velset = 0,0

[State 1041,1]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;肉部分

[Statedef 1045]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1042
sprpriority = 4
velset = 0,0

[state 1010]
type = explod
trigger1 = Time = 0
anim = 4022
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1
ID = 4020

[State 1045,0]
type = Bindtoparent
trigger1 = 1
pos = 60,-55
postype = p1

[State 1045, 16]
type = AngleAdd
trigger1 = Time >= 0
value = 1.5*Time

[State 1045, 16]
type = AngleDraw
trigger1 = Time >= 0
;scale = .2*Time,.2*Time

[State 1045]
type = HitDef
triggerall = parent,var(24)=0
trigger1 = Time%10 = 0
attr             = S, SA
animtype         = Hard
damage           = 20-ifelse(Enemy,Gethitvar(hitcount)*3 > 17, 17, Enemy,Gethitvar(hitcount)*3),2
getpower         = 30,10
hitflag		 = MAFLH
guardflag        = HA
priority         = 5
pausetime        = 8,12
sparkno          = s(root,var(44))
sparkxy          = -10,-20
guard.sparkno    = s4000
hitsound         = s1,3
guardsound       = s1,5
ground.type      = High
ground.slidetime = 16
ground.hittime   = 19
ground.velocity  = -10,0
guard.velocity   = -7
air.velocity     = -10,0
airguard.velocity= -10,-4.5

[State 1045,2]
type = hitby
trigger1 = 1
value = SCA,AP

[State 1045,3]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 1046

[State 1045,4]
type = ChangeState
trigger1 = parent,anim = [5000,5300]
trigger2 = time >= 40
trigger3 = parent,movetype = H
value = 1047

;---------------------------------------------------------------------------
;反射

[Statedef 1046]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 4
velset = 0,0

[State 1046, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1046,2]
type = PlaySnd
trigger1 = Time = 0
value = 3,16
channel = 2

[State 1046,Super]
type = Helper
trigger1 = time = 0
id = 1048
name = "reflect"
pos = 0,0
postype = P1
stateno = 1048
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1046,1]
type = ChangeState
trigger1 = time = 1
value = 1045

;---------------------------------------------------------------------------
;肉消える

[Statedef 1047]
type = A
movetype= I
physics = N
ctrl = 0
sprpriority = 4
velset = 0,0

[State 1047, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1047, 16]
type = AngleDraw
trigger1 = 1
scale = .2*(5-Time),.2*(5-Time)

[State 1047, 1]
type = Trans
trigger1 = 1
trans = add

[state 1010]
type = Explod
trigger1 = Time = 5
anim = 4022
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1
ID = 4020

[State 1047,1]
type = DestroySelf
trigger1 = time = 5

;---------------------------------------------------------------------------
;飛ぶ肉

[Statedef 1048]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 20,0
anim = 1043
sprpriority = 4

;[State 1048,2]
;type = hitby
;trigger1 = 1
;value = SAC,NP,SP,HP

;[State 1048,3]
;type = HitOverride
;trigger1 = Time > 0
;attr = SCA,NP,SP,HP
;stateno=-1

[State 1048, 16]
type = AngleAdd
trigger1 = Time >= 0
value = 1.5*Time

[State 1048, 16]
type = AngleDraw
trigger1 = Time >= 0
;scale = .2*Time,.2*Time

[State 1048, tes]
type = PlaySnd
trigger1 = Time = 0
value = 3000,2;

[State 1048, 2]
type = Hitdef
triggerall = var(24)=0
trigger1 = Time = 0
attr = S, SP
hitflag = MA

[State 1048, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = FrontEdgeDist <= 10
trigger2 = MoveHit = 1
value = 1049

;---------------------------------------------------------------------------
;キール爆発

[Statedef 1049]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 4300

[State 1048, 2]
type = Hitdef
triggerall = parent,var(24)=0
trigger1 = Time = 0
attr = S, SP
damage = 40-ifelse(Enemy,Gethitvar(hitcount)*5 > 42,42,Enemy,Gethitvar(hitcount)*5),5
hitflag = MA
guardflag = MA
pausetime = 3,3
guard.pausetime = 3,3
sparkno = s(root,var(44))
guard.sparkno = s4000
sparkxy = 0,0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -4.5, -6
guard.velocity = -8
air.velocity = -4.5, -6
airguard.velocity = -5.33,-1
palfx.time = 30
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
sprpriority = 3

[State 1049, Voice]
type = PlaySnd
triggerall = !root,var(36)
trigger1 = time = 1
value = 6, 6

[State 1049, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
;===========================================================================
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1090
ctrl = 0
sprpriority = 2

[State 1070, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 4
Persistent = 0
name = "white kyurem"  ;ヘルパーの名前
stateno = 2500       ;ヘルパーが最初に行くステート
ID = 2500            ;ヘルパーのＩＤナンバー
pos = 100,0         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
                     
[State 1070, ヘルパーを出す]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 4
Persistent = 0
name = "white kyurem"  ;ヘルパーの名前
stateno = 2500       ;ヘルパーが最初に行くステート
ID = 2500            ;ヘルパーのＩＤナンバー
pos = 100,-50         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
                     
[State 1070, ヘルパーを出す]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 4
Persistent = 0
name = "white kyurem"  ;ヘルパーの名前
stateno = 2500       ;ヘルパーが最初に行くステート
ID = 2500            ;ヘルパーのＩＤナンバー
pos = 100,-100         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
                     
[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 2
                     
[State 1070, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 20
value = 1
;------------------
;グリマス シェイクビーム

[Statedef 2500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2500
poweradd = 100
hitcountpersist=1

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 9999999999999999999999999999999
ignorehitpause = 1
persistent = 1

[State 2500, シェイク]
type = Explod
trigger1 = time = 0
ID = 2501
postype = P1
pos = 50,-75
anim = 2501
scale = 1,1
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S4444,10;ビーム音
volume = 50

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 2500, ビーム]
type = Explod
trigger1 = time = 0
anim = 2502
sprpriority = 2
postype = p1
pos = 90,-75
bindtime = -1
ontop = 1
ownpal = 1
id = 2502
pausemovetime = 999999

[State 2500, 1]
type = Projectile
trigger1 = time = 4
trigger2 = time = 6
trigger3 = time = 8
projanim = 2502
;projhitanim = 997
projID = 2502
projhits = 1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremove = 1
projremovetime = 20
offset = 90,-75
velocity = 0
attr = C, SP
damage   = 20,5
animtype = Heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
sparkxy = -1
sparkno = -1
;guard.sparkno = S8004
hitsound = S7,1
guardsound = S202,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 2500]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 2500]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2500, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 40
;---------------------------------------------------------------------------
;バーディー呼び出し

[Statedef 1090]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1090
ctrl = 0
sprpriority = 2

[State 1070, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 4
Persistent = 0
name = "reshiram"  ;ヘルパーの名前
stateno = 2700       ;ヘルパーが最初に行くステート
ID = 2700            ;ヘルパーのＩＤナンバー
pos = 250,0         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 1070, ヘルパーを出す]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 4
Persistent = 0
name = "reshiram2"  ;ヘルパーの名前
stateno = 2700       ;ヘルパーが最初に行くステート
ID = 2700            ;ヘルパーのＩＤナンバー
pos = 250,-50         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 1070, ヘルパーを出す]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 4
Persistent = 0
name = "reshiram3"  ;ヘルパーの名前
stateno = 2700       ;ヘルパーが最初に行くステート
ID = 2700            ;ヘルパーのＩＤナンバー
pos = 250,50         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）


[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 2

[State 1070, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 20
value = 1

;------------------
;バーディー バードヘッド

[Statedef 2700]
type    = S
movetype= A
physics = N
poweradd= 50
velset = 8,0
anim = 2700
ctrl = 0
sprpriority = 2

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
trigger2 = movereversed
value = 24640
ctrl = 1
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 9999999999999999999999999999999
ignorehitpause = 1
persistent = 1

[State 1000,]
type = AttackDist
trigger1 = 1
value = 280

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S4444,10;ビーム音
volume = 50

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 1200, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 1
edge = 28,0
player = 15,0

[State 1002, ヒット定義]
type = HitDef
triggerall = parent,var(24) = 0
trigger1 = Time = 0
attr = S, SA
animtype  = Back
damage    = 32,8
guardflag = M
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
fall = 1

[State 1002, ヒット定義]
type = Projectile
trigger1 = parent,var(24) != 0
trigger1 = 1
projanim = anim
projremove = 10
projremovetime = 4
attr = S, SA
animtype  = Back
damage    = 32,8
guardflag = M
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
fall = 1

[State 2500]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 2500]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2500, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 60

;---------------------------------------------------------------------------
;ハンバーグラー呼び出し

[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1090
ctrl = 0
sprpriority = 2

[State 1070, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 4
Persistent = 0
name = "maid girl"  ;ヘルパーの名前
stateno = 2600       ;ヘルパーが最初に行くステート
ID = 2600            ;ヘルパーのＩＤナンバー
pos = 250,0         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 1070, ヘルパーを出す]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 4
Persistent = 0
name = "maid girl2"  ;ヘルパーの名前
stateno = 2600       ;ヘルパーが最初に行くステート
ID = 2600            ;ヘルパーのＩＤナンバー
pos = 280,0         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）


[State 1070, ヘルパーを出す]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 4
Persistent = 0
name = "maid girl3"  ;ヘルパーの名前
stateno = 2600       ;ヘルパーが最初に行くステート
ID = 2600            ;ヘルパーのＩＤナンバー
pos = 220,0         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 2

[State 1070, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 20
value = 1

;------------------
;ハンバーグラー 犯ヴァーガー

[Statedef 2600]
type    = S
movetype= A
physics = S
poweradd= 50
anim = 2600
ctrl = 0
sprpriority = 2

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 9999999999999999999999999999999
ignorehitpause = 1
persistent = 1

[State 1000,]
type = AttackDist
trigger1 = 1
value = 280

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 1200, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 1
edge = 28,0
player = 15,0

[State 1200, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 1
attr = S, SP
damage = 10,2
getpower = 3
animtype = Hard
pausetime = 0,12
offset = 60,-75
velocity = 6.5,-3.5
accel = 0,0.4
projID = 2600
projanim = 1202
projhitanim = 1003
projremanim = 1004
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 1
attr = S, SP
damage = 10,2
getpower = 3
animtype = Hard
pausetime = 0,12
offset = 60,-75
velocity = 7.5,-4.5
accel = 0,0.4
projID = 2600
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 1
attr = S, SP
damage = 10,2
getpower = 3
animtype = Hard
pausetime = 0,12
offset = 60,-75
velocity = 8.5,-5.5
accel = 0,0.4
projID = 2600
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 2500]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 2500]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2500, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 40

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

[Statedef 1095]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 1090
ctrl = 0
sprpriority = 1

[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 2

[State 8100, 3]
type = Helper
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(81000) = 0
helpertype = normal
name = "Squidward"
id = 81000
postype = left
facing = 1
pos = 0,0
stateno = 81000
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 3]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(81001) = 0
helpertype = normal
name = "Squidward"
id = 81001
postype = left
facing = 1
pos = -50,0
stateno = 81000
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 3]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(81002) = 0
helpertype = normal
name = "Squidward"
id = 81002
postype = left
facing = 1
pos = 50,0
stateno = 81000
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 4]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(81000) = 0
helpertype = normal
name = "Squidward"
id = 81000
postype = right
facing = -1
pos = 0,0
stateno = 81000
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 4]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(81001) = 0
helpertype = normal
name = "Squidward"
id = 81001
postype = right
facing = -1
pos = -50,0
stateno = 81000
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 4]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(81002) = 0
helpertype = normal
name = "Squidward"
id = 81002
postype = right
facing = -1
pos = 50,0
stateno = 81000
keyctrl = 0
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
supermovetime = 9999999
pausemovetime = 9999999
[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8800, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8800, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1
;---------------------------------------------------------------------------
;Squidward
[Statedef 81000]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 81000

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = 2

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 81000,1
volume = 404

[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25000, 1]
type = Playerpush
trigger1 = time >= 10
value = 1

[State 25000, 3]
type = SprPriority
trigger1 = Time = 1
value = 43

[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 81010
ctrl = 1

;---------------------------------------------------------------------------
;Squidward Attack
[Statedef 81010]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 81010
ctrl = 0

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 81000,7
volume = 404

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 81000,0
volume = 404

[State 3100, Ground Flash]
type = Explod
trigger1 = AnimElem = 4
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
ownpal = 1
supermovetime = 0

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 81020
projhitanim = 6668
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 3
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S81000,6
sparkxy = 200,200
guardsound = s8500,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = -104,-104,7
palfx.mul = 256,256,256
palfx.sinadd = 56,56,0,10
palfx.color = 1
[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 81020
projhitanim = 6668
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 3,-1
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S81000,6
sparkxy = 200,200
guardsound = s8500,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = -104,-104,7
palfx.mul = 256,256,256
palfx.sinadd = 56,56,0,10
palfx.color = 1
[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 81020
projhitanim = 6668
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 3,1
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S81000,6
sparkxy = 200,200
guardsound = s8500,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = -104,-104,7
palfx.mul = 256,256,256
palfx.sinadd = 56,56,0,10
palfx.color = 1
[State 1000, 1]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElem = 4
projanim = 81020
projhitanim = 6668
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 2
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S81000,6
sparkxy = 200,200
guardsound = s8500,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = -104,-104,7
palfx.mul = 256,256,256
palfx.sinadd = 56,56,0,10
palfx.color = 1
[State 1000, 1]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElem = 5
projanim = 81020
projhitanim = 6668
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 2,-1
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S81000,6
sparkxy = 200,200
guardsound = s8500,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = -104,-104,7
palfx.mul = 256,256,256
palfx.sinadd = 56,56,0,10
palfx.color = 1
[State 1000, 1]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElem = 5
projanim = 81020
projhitanim = 6668
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 2,1
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S81000,6
sparkxy = 200,200
guardsound = s8500,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = -104,-104,7
palfx.mul = 256,256,256
palfx.sinadd = 56,56,0,10
palfx.color = 1

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 81050
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 810600
ctrl = 0

[State 25002, 5]
type = ChangeState
trigger1 = animtime = 0
value = 81040

;---------------------------------------------------------------------------
;Squidward Injured
[Statedef 81030]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 81030

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = -10
y = -10
[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 81000,4
volume = 404

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

[State 25004, 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 81050
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 810600
ctrl = 0

[State 25004, 3]
type = DestroySelf
trigger1 = Time = 60

;---------------------------------------------------------------------------
;Squidward Return
[Statedef 81040]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 81040

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 25006, 1]
type = SprPriority
trigger1 = Time = 1
value = -1

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 81050
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 810600
ctrl = 0

[State 25006, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

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

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = -2

[State 25006, 3]
type = DestroySelf
trigger1 = Time = 50

;--------------------------------------------------------------------------
;Squidward Win pose
[Statedef 81050]
type = S
anim = 81050
velset = 0,0
ctrl = 0

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 81000,5
volume = 404
[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 81000,3
volume = 404

[State 25003, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

;--------------------------------------------------------------------------
;Squidward Lose Pose
[Statedef 810600]
type = S
movetype = I
physics = N
anim = 810600
velset = 0,0

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 81000,2
volume = 404

[State 25001, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

;---------------------------------------------------------------------------
;ハンバーグラー呼び出し

[Statedef 1096]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1090
ctrl = 0
sprpriority = 2

[State 0, Helper]
type = Helper
triggerall = numhelper(15001) = 0
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Zekrom"
ID = 15001
stateno = 15001
pos = 50, -1000
postype = p1  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999999
pausemovetime = 9999999
;size.xscale =
;size.yscale =

[State 0, Helper]
type = Helper
triggerall = palno = 12
triggerall = numhelper(15002) = 0
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Zekrom"
ID = 15002
stateno = 15001
pos = -50, -1000
postype = p1  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999999
pausemovetime = 9999999
;size.xscale =
;size.yscale =

[State 0, Helper]
type = Helper
triggerall = palno = 12
triggerall = numhelper(15003) = 0
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Zekrom"
ID = 15003
stateno = 15001
pos = 0, -1000
postype = p1  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999999
pausemovetime = 9999999
;size.xscale =
;size.yscale =

[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 2

[State 1070, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
;Zekrom - Z
[statedef 15001]
type = S
movetype = A
ctrl = 0
velset = 0, 0
anim = 150000

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 9999999999999999999999999999999
ignorehitpause = 1
persistent = 1

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = movereversed
value = 15001

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [0, 50]
value = 150000
elem = 1

[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = time = 50
value = 77777, 0

[State 8003]
type = VelSet
trigger1 = time = 0
x = 0
y = 20

[State 8003]
type = VelSet
trigger1 = time = 50
x = 0
y = 0

[State 8003]
type = VelSet
trigger1 = animelem = 7
x = 0
y = -20

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 150000
trigger1 = time = [50, 9999]
value = 150000
elem = 1

[state 220]
type = HitDef
triggerall = parent,var(24) = 0
trigger1 = animelem = 5
attr = S, HA
hitflag = MAFD
guardflag = MAD
animtype = light
air.animtype = light
damage = 45, 7
pausetime = 0 ,1
sparkno = 1
sparkxy = 0,0
hitsound = S5, 0
guardsound = S2,0
ground.type = High
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
sprpriority = 3
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
getpower = 50, 25
givepower = 25, 17
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0

[state 220]
type = Projectile
triggerall = parent,var(24) != 0
trigger1 = animelem = 5
attr = S, HA
hitflag = MAFD
guardflag = MAD
projanim = anim
projremovetime = 3
projremove = 3
animtype = light
air.animtype = light
damage = 45, 7
pausetime = 0 ,1
sparkno = 1
sparkxy = 0,0
hitsound = S5, 0
guardsound = S2,0
ground.type = High
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
sprpriority = 3
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
getpower = 50, 25
givepower = 25, 17
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0

[State 200]
type = EnvShake
trigger1 = animelem = 5
time = 10
freq = 84
ampl = -12
phase = 90

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

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

[Statedef 1097]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 1090
ctrl = 0
sprpriority = 1

[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 2

[State 8100, 3]
type = Helper
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(6790) = 0
helpertype = normal
name = "Homer"
id = 6790
postype = left
facing = 1
pos = 0,0
stateno = 6790
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 3]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(6791) = 0
helpertype = normal
name = "Homer"
id = 6791
postype = left
facing = 1
pos = -30,0
stateno = 6790
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 3]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(6792) = 0
helpertype = normal
name = "Homer"
id = 6792
postype = left
facing = 1
pos = 30,0
stateno = 6790
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 4]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(6790) = 0
helpertype = normal
name = "Homer"
id = 6790
postype = right
facing = -1
pos = 0,0
stateno = 6790
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 4]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(6790) = 0
helpertype = normal
name = "Homer"
id = 6791
postype = right
facing = -1
pos = -30,0
stateno = 6790
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 8100, 4]
type = Helper
triggerall = palno = 12
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(6790) = 0
helpertype = normal
name = "Homer"
id = 6791
postype = right
facing = -1
pos = 30,0
stateno = 6790
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8800, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8800, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1

;---------------------------------------------------------------------------
; HERE COMES HOMER

[Statedef 6790]
type = S
movetype = A
physics = N
velset = 3,0
anim = 55666
ctrl = 0

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 6790, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S5,20

[State 6790, PlaySnd2]
type = PlaySnd
trigger1 = Time = 0
value = S5555,2
volume = 200
channel = 0

[State 6790, Win]
type = changestate
triggerall = time >= 24
trigger1 = Win
trigger2 = RoundState = 4
value = 6795
ctrl = 0

[State 6790, Lose]
type = changestate
triggerall = time >= 20
trigger1 = LoseKO
trigger2 = RoundState = 4
value = 6794
ctrl = 0

[State 6790, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 6792
time = -1

[State 6790, 2]
type = SprPriority
trigger1 = Time = 1
value = 43

[State 6790, 3]
type = ChangeState
trigger1 = p2dist x < 40
value = 6791

;---------------------------------------------------------------------------
; SPIN CYCLE

[Statedef 6791]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 55668
ctrl = 0

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 6791, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5555,2

[State 6791, 1]
type = HitDef
triggerall = parent,var(24) = 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 25, 5
guardflag = MA
pausetime = 12,12
sparkno = S12200
sparkxy = -10,-70
hitsound   = S5555,7
guardsound = S6,0
ground.type = High
palfx.time = 150
palfx.add = -100,-100,-100
palfx.mul = 300,100,299
palfx.sinadd = -10,-10,-10,10
palfx.color = 0
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 6791, 1]
type = Projectile
triggerall = parent,var(24) != 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = Time = 0
projanim = 9999
projremove = 3
projremovetime = 3
attr = S, NA
animtype  = Medium
damage    = 150, 50
guardflag = MA
pausetime = 12,12
sparkno = S12200
sparkxy = -10,-70
hitsound   = S5555,7
guardsound = S6,0
ground.type = High
palfx.time = 150
palfx.add = -100,-100,-100
palfx.mul = 300,100,299
palfx.sinadd = -10,-10,-10,10
palfx.color = 0
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 6791, 2]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 6792
time = -1

[State 6791, 3]
type = ChangeState
trigger1 = animtime = 0
value = 6793

;-------------------------------------------------------------------------------
; OUCH

[Statedef 6792]
type = A
movetype = I
physics = N
velset = 0,0
anim = 55670

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 6792, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5555,0

[State 6792, ScreenBound]
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0

[State 6792, 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 6792, 2]
type = ChangeState
trigger1 = time = 16
value = 6793

;-------------------------------------------------------------------------------
; IM OUTA HERE

[Statedef 6793]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 55667

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 6793, PlaySnd]
type = PlaySnd
trigger1 = time = 1;AnimElem = 2
value = S5555,1
volume = 200
channel = 0

[State 6793, Win]
type = changestate
triggerall = time >= 24
trigger1 = Win
trigger2 = RoundState = 4
value = 6794
ctrl = 0

[State 6793, Lose]
type = changestate
triggerall = time >= 20
trigger1 = LoseKO
trigger2 = RoundState = 4
value = 6795
ctrl = 0

[State 6793, 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 6793, ScreenBound]
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0

[State 6793, 2]
type = VelSet
trigger1 = AnimElem = 1
x = -4

[State 6793, 3]
type = DestroySelf
trigger1 = Time = 120

;-------------------------------------------------------------------------------
; BEER TIME!

[Statedef 6794]
type = S
anim = 55669
velset = 0,0
ctrl = 0

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 6794, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5555,3

[State 6794, 1]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

;-------------------------------------------------------------------------------
; NOOOOOOO!!!!!!!

[Statedef 6795]
type = S
movetype = I
physics = N
anim = 55671
velset = 0,0

[State a]
type = SelfState
triggerall = !IsHelper
trigger1 = sysfvar(2)!=gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 6795, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5555,2

[State 6795, 1]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0
