;;変数使用表
;　1 = ガードクラッシュ値
;　2 = ハイパードライブモード時のゲージ固定
;　3 = ドライブゲージ回復停止時間
;　4 = ニュートラル処理・アシスト判断
;　5 = ステート内自由変数１
;　6 = カウンターヒット追撃判定
;　7 = ヒット数計算
;　8 = カウンター
;　9 = 相手キャラクター判別
; 10 = レイスピン派生 
; 11 = 暗転用変数
; 12 = KOサウンド
; 13 = 勝利判定
; 14 = 攻撃力
; 15 = ハイジャンプ
; 16 = 小ジャンプ
; 17 = ダメージ補正に使用
; 18 = 攻撃値の保存
; 19 = ドライブゲージ
; 20 = ハイパードライブゲージ
; 21 = 空中追撃判定
; 22 = チーム戦時のドライブゲージ持ち越し
; 23 = 空中ガードの可否
; 24 = 崩れKO用
; 25 = 勝利画面演出の有無
; 26 = NEO MAX用
; 27 = ＫＯボイス派生
; 28 = ガードクラッシュ値回復不能時
; 29 = AC版(0)or家庭用版(1)
; 30 = 勝利演出用
; 31 = イントロ演出用

; f(0) = 攻撃補正
; f(1) = レイスピン・スタンド追撃判定
; f(2) = ガークラのしやすさ
; f(3) = イントロ
; f(4) = 
; f(5) = 先行入力受付時間
; f(6) = 先行入力ステート番号
; f(7) = 先行入力時のボタン強弱

; channel = 1	ダッシュ
; channel = 2	イントロ
; channel = 3	ジャンプ
; channel = 4	KO
; channel = 5	ダメージ

[Data]
life = 1000
power = 5000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 20
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 0.5           ;Horizontal scaling factor.
yscale = 0.5           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 18    ;Player width (front, ground)
air.back = 15        ;Player width (back, air)
air.front = 15      ;Player width (front, air)
height = 79          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 0, -93   ;Approximate position of head
mid.pos = 0, -70    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.7      ;Walk forward
walk.back = -2.7     ;Walk backward
run.fwd  = 6, 0    ;Run forward (x, y)
run.back = -4,-3.5 ;Hop backward (x, y)
jump.neu = 0,-10.0    ;Neutral jumping velocity (x, y)30
jump.back = -3.5    ;Jump back Speed (x, y)
jump.fwd = 3.55       ;Jump forward Speed (x, y)
runjump.back = -4.55,-9.3 ;Running jump speeds (opt)
runjump.fwd = 4.55,-9.3      ;.
airjump.neu = 0,-9.6      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.55         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .6         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching


;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 2, destroyself];分身バグ対策
type = destroyself
trigger1 = ishelper

[State 0, 1]
type = varset
triggerall = var(4) != 0
trigger1 = anim = [1,2]
var(4) = 0

[State 0, 1]
type = varset
trigger1 = var(4) = 0 && time%108 = 0
var(4) = random%3

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5 && Anim != [1,4]
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = (Anim = [1,4]) && AnimTime = 0 ;あくび anim over
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim = 0;通常 anim over
trigger1 = time > 1 && animtime = 0 && anim != [1,2]
value = 0+var(4)

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5 && Anim != [1,4]
trigger2 = (Anim = [0,2]) ;通常 anim over
trigger2 = time = 648
value = 4

[State 00];あくび
type = PlaySnd
trigger1 = Anim = 4 && animelem = 3, = 1
value = 199, 1

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

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

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 40]
type = turn
trigger1 = time = 0 && P2dist X < 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

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

;---------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = ifelse(var(59) >= 1,0,1)

;---------------------[効果音]
[State 00];普通の
type = PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 200, ice]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 102
ID = 102
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[速度]
[State 01]
type = VelSet
trigger1 = animelem = 2,>=0
x = const(velocity.run.fwd.x)

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;---------------------[ステート移行]
[State 04]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = time >= 16 && var(59) <= 0
value = 101

[State 04]
type = ChangeState
triggerall = time >= 16 && var(59) >= 1
trigger1 = var(59) >= 1 && p2statetype = L && p2bodydist X <= 60
trigger2 = var(59) >= 1 && p2statetype != L && p2bodydist X <= 40
trigger3 = var(59) >= 1 && p2movetype = A && p2bodydist X <= 150
trigger4 = var(59) >= 1 && (roundstate != 2 || inguarddist)
trigger4 = time >= 25 || var(59) >= 2
value = 101

;---------------------------------------------------------------------------
; ダッシュ終了
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
velset = 0,0
ctrl = 1

[state a]
type = removeexplod
trigger1 = time = 0
id = 102

[State 200, ice]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 103
ID = 103
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]
[State 00]
type = stopSnd
trigger1 = Time= 0
channel = 1

;---------------------[ステート移行]
[State 04]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
velset = 0.0

;---------------------[効果音]
[State 00]
type = PlaySnd
trigger1 = animelem = 2
value = 105, 0

;---------------------[速度]
[state a]
type = statetypeset
triggerall = var(29) >= 1
trigger1 = time = 1
value = A

[state a]
type = statetypeset
triggerall = var(29) <= 0
trigger1 = animelem = 2
value = A

[State 00];10
type = VelSet
trigger1 = animelem = 2
x = -10
y = -5.5

[state a]
type = veladd
trigger1 = animelem = 2,>0
y = 0.9

[state a]
type = velmul
trigger1 = 1
x = 0.95

;---------------------[ステート移行]
[State 01]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; 着地
[Statedef 106]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 41,0

;---------------------[速度]
[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ステート移行]
[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------[]

;---------------------[]

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

;---------------------[]
[State 01];通常勝利ポーズ
type = ChangeState
trigger1 = time = 0
value = 181

;---------------------------------------------------------------------------
; 通常勝利１[いいこだ]
[Statedef 181]
type = S
ctrl = 0
velset = 0,0

[State 0, 1]
type = varset
trigger1 = time = 0
var(4) = 0

[State 0, 1]
type = varset
trigger1 = time = 31
var(4) = random%2

[State 0, 1]
type = ChangeAnim
trigger1 = time < 46
trigger1 = Anim != [0,2]
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 46
value = 181

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

;---------------------[効果音]
[State 00];わっ
type = PlaySnd
trigger1 = time = 60
value = 181, 0

[State 00];出現
type = PlaySnd
trigger1 = time = 31
value = 195, 1

[State 00];いいこだ
type = PlaySnd
trigger1 = time = 62
value = 181, 1

[State 00];うぅ〜ん
type = PlaySnd
trigger1 = time = 120
value = 181, 2

;---------------------[]

[State 181, 0];ダイアナエフェクト1
type = Explod
trigger1 = time = 31
anim = 191+var(4)
id = 191
pos = 0,0
postype = P1
sprpriority = -5
ownpal = 1
ontop = 0
scale = const(size.xscale),const(size.yscale)

[State 181, 0];ダイアナエフェクト2
type = Explod
trigger1 = time = 31
anim = 193+var(4)
id = 193
pos = 0,0
postype = P1
sprpriority = -3
ownpal = 1
ontop = 0
scale = const(size.xscale),const(size.yscale)

[State 181, 0];ダイアナ1
type = Explod
trigger1 = time = 41
anim = 183+(var(4)*2)
id = 183
pos = 0,0
postype = P1
sprpriority = -4
ownpal = 1
ontop = 0
shadow = 50,50,50
scale = const(size.xscale),const(size.yscale)

[State 181, 0];ダイアナ2
type = Explod
trigger1 = time = 46
anim = 182+(var(4)*2)
id = 182
pos = 0,0
postype = P1
sprpriority = 1
ownpal = 1
ontop = 0
shadow = 50,50,50
scale = const(size.xscale),const(size.yscale)

[state a]
type = AssertSpecial
trigger1 = var(25) >= 1
trigger1 = matchover = 1
trigger1 = time >= 300
flag = noshadow
flag2 = invisible

[state a]
type = removeexplod
trigger1 = var(25) >= 1
trigger1 = matchover = 1
trigger1 = time >= 300
id = 182

;---------------------[ヘルパー]
[state a];勝利画面
type = Helper
triggerall = numhelper(8500) = 0
triggerall = var(25) >= 1
triggerall = matchover = 1
triggerall = time = 260
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = partner,numhelper(8500) = 0
id = 8500
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 8500
helpertype = normal
pausemovetime = 999999
keyctrl = 1 
ownpal = 1

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,280]
flag = roundnotover

;---------------------------------------------------------------------------
; 登場
[Statedef 190]
type = S
ctrl = 0
anim = 191
velset = 0,0

;---------------------[]

[state a];特殊イントロ(クーラXIII)
type = changestate
triggerall = time = 0
trigger1 = Enemynear,name = "Shiranui Mai" && Enemynear,authorname = "P-tan"
value = 196

[state a];特殊イントロ(クーラXIII)
type = changestate
triggerall = time = 0
trigger1 = Enemynear,name = "Leona XIII" && Enemynear,authorname = "P-tan"
value = 197

[state a];特殊イントロ(イズコXIII)
type = changestate
triggerall = time = 0
trigger1 = Enemynear,name = "Izuko Chrysoberyl" && Enemynear,authorname = "P-tan"
value = 198

;---------------------[派生]

[State 01];派生
type = ChangeState
trigger1 = time = 0
value = 191

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

;---------------------[ステート移行]
[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 登場
[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

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

;---------------------[ステート移行]
[State 191, 3]
type = ChangeState
trigger1 = time >= 1
value = 0

;---------------------------------------------------------------------------
; イントロ（対舞XIII）
[Statedef 196]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[演出]
[State 196, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[state a]
type = varset
triggerall = fvar(3) != 0
trigger1 = time = 0
fvar(3) = 0

[state a]
type = varadd
triggerall = fvar(3) < 0.5
trigger1 = time = [30,40]
fvar(3) = 0.05

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8210
scale = fvar(3),0.5 ;fvar(3)

[State 181, 0];黒地
type = Explod
trigger1 = Time = 30
anim = ifelse(facing = 1,8230,8235)
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122) ;0,45
postype = left
sprpriority = 95
ownpal = 1
ontop = 1
scale = 0,0.5
bindtime = -1
removetime = 520

[State 181, 0];枠
type = null ;Explod
trigger1 = Time = 30
anim = 8210
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122)
postype = left
sprpriority = 98
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 30
anim = 8200
ID = 8200
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 520

;----

[State 181, 0];キャラグラ１・待機
type = Explod
trigger1 = Time = 50
anim = 8305
ID = 8305
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・待機
type = Explod
trigger1 = Time = 50
anim = ifelse(facing = 1,8210,8215)
ID = 8220
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１
type = Explod
trigger1 = Time = 150
anim = 8302
ID = 8301
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 150
anim = ifelse(facing = 1,8223,8228)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 200

[State 181, 0];セリフ１
type = Explod
trigger1 = Time = 150
anim = 8430
ID = 8400
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１・消滅
type = Explod
trigger1 = Time = 250
anim = 8303
ID = 8314
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
facing = facing

[State 181, 0];セリフ１・消滅
type = Explod
trigger1 = Time = 250
anim = 8432
ID = 8402
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];キャラグラ２
type = Explod
trigger1 = Time = 250
anim = 8330
ID = 8311
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 101
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];セリフ２
type = Explod
trigger1 = Time = 250
anim = 8435
ID = 8405
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１・暗転
type = Explod
trigger1 = Time = 350
anim = 8331
ID = 8312
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 200
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 350
anim = ifelse(facing = 1,8222,8227)
ID = 8223
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 200

[State 181, 0];セリフ１・暗転
type = Explod
trigger1 = Time = 350
anim = 8436
ID = 8401
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 200

;----

[State 181, 0];キャラグラ２・消滅
type = Explod
trigger1 = Time = 550
anim = 8333
ID = 8314
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
facing = facing

[State 181, 0];フキダシ・消滅
type = Explod
trigger1 = Time = 550
anim = ifelse(facing = 1,8221,8226)
ID = 8224
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２・消滅
type = Explod
trigger1 = Time = 550
anim = 8437
ID = 8408
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;----

[State 181, 0];黒地
type = Explod
trigger1 = Time = 550
anim = ifelse(facing = 1,8231,8236)
ID = 8231
pos = 0,45
postype = left
sprpriority = 97
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 550
anim = 8201
ID = 8201
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;---------------------[ステート移行]
[State 196, 3]
type = ChangeState
trigger1 = time >= 560
value = 0

;---------------------------------------------------------------------------
; イントロ（対レオナXIII）
[Statedef 197]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[演出]
[State 196, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[state a]
type = varset
triggerall = fvar(3) != 0
trigger1 = time = 0
fvar(3) = 0

[state a]
type = varadd
triggerall = fvar(3) < 0.5
trigger1 = time = [30,40]
fvar(3) = 0.05

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8210
scale = fvar(3),0.5 ;fvar(3)

[State 181, 0];黒地
type = Explod
trigger1 = Time = 30
anim = ifelse(facing = 1,8230,8235)
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122) ;0,45
postype = left
sprpriority = 95
ownpal = 1
ontop = 1
scale = 0,0.5
bindtime = -1
removetime = 420

[State 181, 0];枠
type = null ;Explod
trigger1 = Time = 30
anim = 8210
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122)
postype = left
sprpriority = 98
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 30
anim = 8200
ID = 8200
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 420

;----

[State 181, 0];キャラグラ１・待機
type = Explod
trigger1 = Time = 50
anim = 8305
ID = 8305
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・待機
type = Explod
trigger1 = Time = 50
anim = ifelse(facing = 1,8210,8215)
ID = 8220
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１
type = Explod
trigger1 = Time = 150
anim = 8302
ID = 8301
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 150
anim = ifelse(facing = 1,8223,8228)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１
type = Explod
trigger1 = Time = 150
anim = 8400
ID = 8400
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１・暗転
type = Explod
trigger1 = Time = 250
anim = 8301
ID = 8312
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 250
anim = ifelse(facing = 1,8222,8227)
ID = 8223
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・暗転
type = Explod
trigger1 = Time = 250
anim = 8401
ID = 8401
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２
type = Explod
trigger1 = Time = 350
anim = 8330
ID = 8311
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 350
anim = ifelse(facing = 1,8223,8228)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・消滅
type = Explod
trigger1 = Time = 350
anim = 8402
ID = 8402
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２
type = Explod
trigger1 = Time = 350
anim = 8405
ID = 8405
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8333
ID = 8314
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
facing = facing

[State 181, 0];フキダシ・消滅
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8221,8226)
ID = 8224
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8408
ID = 8408
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;----

[State 181, 0];黒地
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8231,8236)
ID = 8231
pos = 0,45
postype = left
sprpriority = 97
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 450
anim = 8201
ID = 8201
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;---------------------[ステート移行]
[State 196, 3]
type = ChangeState
trigger1 = time >= 460
value = 0

;---------------------------------------------------------------------------
; イントロ（対イズコXIII）
[Statedef 198]
type = S
ctrl = 0
anim = 0
velset = 0,0

;---------------------[演出]
[State 196, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[state a]
type = varset
triggerall = fvar(3) != 0
trigger1 = time = 0
fvar(3) = 0

[state a]
type = varadd
triggerall = fvar(3) < 0.5
trigger1 = time = [30,40]
fvar(3) = 0.05

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8210
scale = fvar(3),fvar(3)

[State 181, 0];黒地
type = Explod
trigger1 = Time = 30
anim = ifelse(facing = 1,8230,8235)
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122)
postype = left
sprpriority = 95
ownpal = 1
ontop = 1
scale = 0,0.5
bindtime = -1
removetime = 420

[State 181, 0];枠
type = null ;Explod
trigger1 = Time = 30
anim = 8210
ID = 8210
pos = ifelse(facing = 1,0,319),ifelse(facing = 1,45,122) ;0,45
postype = left
sprpriority = 98
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 30
anim = 8200
ID = 8200
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 420

;----

[State 181, 0];キャラグラ１
type = Explod
trigger1 = Time = 50
anim = 8300
ID = 8300
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ
type = Explod
trigger1 = Time = 50
anim = ifelse(facing = 1,8220,8225)
ID = 8220
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１
type = Explod
trigger1 = Time = 50
anim = 8410
ID = 8400
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ１・暗転
type = Explod
trigger1 = Time = 150
anim = 8301
ID = 8301
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 150
anim = ifelse(facing = 1,8222,8227)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・暗転
type = Explod
trigger1 = Time = 150
anim = 8411
ID = 8401
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２
type = Explod
trigger1 = Time = 250
anim = 8332
ID = 8312
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・復活
type = Explod
trigger1 = Time = 250
anim = ifelse(facing = 1,8223,8228)
ID = 8223
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ１・消滅
type = Explod
trigger1 = Time = 250
anim = 8412
ID = 8402
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２
type = Explod
trigger1 = Time = 250
anim = 8420
ID = 8405
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２・暗転
type = Explod
trigger1 = Time = 350
anim = 8331
ID = 8311
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
removetime = 100
facing = facing

[State 181, 0];フキダシ・暗転
type = Explod
trigger1 = Time = 350
anim = ifelse(facing = 1,8222,8227)
ID = 8222
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

[State 181, 0];セリフ２・暗転
type = Explod
trigger1 = Time = 350
anim = 8421
ID = 8406
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1
removetime = 100

;----

[State 181, 0];キャラグラ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8334
ID = 8314
pos = ifelse(facing = 1,10,305),ifelse(facing = 1,21,96)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.25,0.25
bindtime = -1
facing = facing

[State 181, 0];フキダシ・消滅
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8224,8229)
ID = 8224
pos = ifelse(facing = 1,105,215),ifelse(facing = 1,48,190)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];セリフ２・消滅
type = Explod
trigger1 = Time = 450
anim = 8422
ID = 8407
pos = ifelse(facing = 1,125,20),ifelse(facing = 1,70,145)
postype = left
sprpriority = 100
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;----

[State 181, 0];黒地
type = Explod
trigger1 = Time = 450
anim = ifelse(facing = 1,8231,8236)
ID = 8231
pos = 0,45
postype = left
sprpriority = 97
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

[State 181, 0];大枠
type = Explod
triggerall = facing = 1
trigger1 = Time = 450
anim = 8201
ID = 8201
pos = 0,0
postype = left
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5,0.5
bindtime = -1

;---------------------[ステート移行]
[State 196, 3]
type = ChangeState
trigger1 = time >= 460
value = 0

;---------------------------------------------------------------------------
; 挑発
[Statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0
movetype = I
physics = N
sprpriority = 2

;---------------------[効果音]
[State 00];雪だるまだよ
type = PlaySnd
trigger1 = animelem = 2, = 1
value = 199,2

[State 00];精製音
type = PlaySnd
trigger1 = animelem = 4, = 1
value = 199,0

;---------------------[演出]

[State 181, 0];雪だるま
type = Explod
trigger1 = animelem = 4, = 1
anim = 198
id = 198
pos = 30,0
postype = P1
sprpriority = 3
ownpal = 1
ontop = 0
shadow = 50,50,50
scale = const(size.xscale),const(size.yscale)

[State 181, 0];きらきら
type = Explod
trigger1 = animelem = 4, = 1
anim = 1991
id = 1991
pos = 30,-30
postype = P1
sprpriority = 4
ownpal = 1
ontop = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ハイパードライブモード発動
[Statedef 900]
type = S
ctrl = 0
anim = 900
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 8
value = 3000,1

[State 00];ばくはーつ
type = null;PlaySnd
trigger1 = animelem = 2
value = 900,2

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 600

;---------------------[演出]

[State 1000, ];EX
type = explod
trigger1 = animelem = 4, = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

[State 1000, ];EX
type = explod
trigger1 = animelem = 4, = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 10
ampl = -5
freq = 95
phase = 95

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; クイック・ハイパードライブモード発動
[Statedef 901]
type = S
ctrl = 0
anim = 901
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

;---------------------[演出]

[State 1000, ];EX
type = explod
trigger1 = animelem = 1, = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

[State 1000, ];EX
type = explod
trigger1 = animelem = 1, = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
supermovetime = 999
pausemovetime = 999

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 3000,1

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 7
x = 0

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 600

;---------------------[]

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[state a]
type = ctrlset
trigger1 = time = 2
value = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,0+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = 300,0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 201
ID = 200
postype = p1
pos = 15,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 4, = 0
ID = 200

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = S, NA
damage = 25+var(8)*6, 0
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*1
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = s7000
sparkxy = -10, -75
hitsound = s400, 0
guard.sparkno = s7010
guardsound = s120, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = high
air.velocity = -1.8,-5
air.hittime = 12
ID = 200
nochainID = 9999
air.fall = 0
yaccel = 0.45
p2facing = 1

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 遠距離立ち強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 210
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 9,>=0
Value = 0

;---------------------[]

[State -2]
Type = PosAdd
Trigger1 = AnimElem = 1,=0
x = 10

[State -2]
Type = PosAdd
Trigger1 = AnimElem = 2,=0
x = 15

[State -2]
Type = PosAdd
Trigger1 = AnimElem = 3,=0
Trigger2 = AnimElem = 4,=0
x = 5

[State -2]
Type = PosAdd
Trigger1 = AnimElem = 10,=0
Trigger2 = AnimElem = 12,=0
Trigger3 = AnimElem = 14,=0
Trigger4 = animtime = 0
x = -5

[State -2]
Type = PosAdd
Trigger1 = AnimElem = 13,=0
x = -15

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 300,1

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 210

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4, = 0
anim = 211
ID = 210
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 8, = 0
ID = 210

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 80 + var(8)*20
priority = 5, Hit
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s400,2
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10.5
air.velocity = -3.2,-5
ID = 200
nochainID = 210
yaccel = 0.45

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち強パンチ
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 215
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 9,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 300,1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 55 + var(8)*14
priority = 5, Hit
getpower = 55,27
givepower = 55+var(29)*5,27+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-70
hitsound   = s400,2
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -2.5,-5
ID = 200
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.45

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 25 + var(8)*6
priority = 5, Hit
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -20,-70
hitsound   = s400,2
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -3.2,-5
ID = 200
nochainID = 9999
yaccel = 0.45

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[]

[State -2]
Type = PosAdd
triggerall = var(29) >= 1
Trigger1 = AnimElem = 2,=0
x = 8

[State -2]
Type = PosAdd
triggerall = var(29) >= 1
Trigger1 = AnimElem = 3,=0
x = 8

[State -2]
Type = PosAdd
triggerall = var(29) >= 1
Trigger1 = AnimElem = 4,=0
x = 2

[State -2]
Type = PosAdd
triggerall = var(29) >= 1
Trigger1 = AnimElem = 6,=0
x = -1

[State -2]
Type = PosAdd
triggerall = var(29) >= 1
Trigger1 = AnimElem = 9,=0
x = 1

[State -2]
Type = PosAdd
triggerall = var(29) >= 1
Trigger1 = AnimElem = 10,=0
x = -10

[State -2]
Type = PosAdd
triggerall = var(29) >= 1
Trigger1 = AnimElem = 11,=0
x = -8

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,ifelse(random < 300,-1,0+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = 300,0

;---------------------[攻撃]
[State 230, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 30 + var(8)*9
priority = 4, Hit
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
guardflag = M
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-60
hitsound   = s400,1
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6.5
air.velocity = -2.5,-5
ID = 200
nochainID = 9999
yaccel = 0.45

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 遠距離立ち強キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 240
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 7,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 240

[State 200, ice]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 241
ID = 240
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 12, = 0
ID = 240

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 300,2

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 55 + var(8)*13
priority = 5, Hit
getpower = 55,27
givepower = 55+var(29)*5,27+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-55
hitsound   = s400,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -2.5,-5
guard.velocity = -12
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.45

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = movecontact = 0
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 25 + var(8)*6
priority = 5, Hit
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*51
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -20,-75
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.5
air.velocity = -3.2,-5
ID = 200
nochainID = 9999
yaccel = 0.45

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = movecontact
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 25 + var(8)*16
priority = 5, Hit
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -20,-75
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.5
air.velocity = -3.2,-5
ID = 200
nochainID = 210
yaccel = 0.45

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち強キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 245
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 9,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 245

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 246
ID = 245
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 10, = 0
ID = 245

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,ifelse(random < 300,-1,2+random%2)

[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 300,2

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 55 + var(8)*13
priority = 5, Hit
getpower = 55,27
givepower = 55+var(29)*5,27+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -15,-60
hitsound   = s400,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -2.5,-5
guard.velocity = -12
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.45

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 25 + var(8)*6
priority = 5, Hit
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -25,-70
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -3.2,-5
ID = 200
nochainID = 9999
yaccel = 0.45

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ワンインチ
[Statedef 260]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 260
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 10,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 290,0

[State 00];
type = PlaySnd
trigger1 = animelem = 8
value = 250,0

;---------------------[演出]

[State 1000, 0]
type = null ;EnvShake
trigger1 = AnimElem = 6
time = 10
freq = 60
ampl = -2
phase = 90
ignorehitpause = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 70 + var(8)*17
priority = 5, Hit
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
hitflag = MAF
guardflag = M
pausetime = 12,14
sparkno = s7001
sparkxy = -15,-45
hitsound   = s400,5
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5.5
air.velocity = -5,-8.5
ID = 260
nochainID = 260
air.fall = 1
fall.recover = 0
;p2stateno = 261
yaccel = 0.45

;崩れダウン
[State 2, targetstate]
type = targetstate
trigger1 = numtarget(260)
trigger1 = target(260),movetype = H && target(260),stateno != [120,159]
trigger1 = target(260),statetype = S || target(260),statetype = C
trigger1 = movehit = 1
value = 261

;---------------------[ステート移行]
[State 52, 3]
type = CtrlSet
trigger1 = animelem = 14, >= 0
value = 1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)ワンインチ・膝崩れ
[Statedef 261]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 261

[state a]
type = turn
trigger1 = time = 1
trigger1 = Enemynear,facing = facing

[state a]
type = nothitby
trigger1 = animelem = 5,> 0
value = SCA

;---------------------[演出]

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velset
trigger1 = time = 1
x = -10
y = 0

[state a]
type = velmul
trigger1 = animelem = 3,< 0
x = 0.8

[state a]
type = velset
trigger1 = animelem = 3
x = 0

;---------------------[立ちステートに戻る]

[State 1100,end]
type = SelfState
trigger1 = !alive
trigger1 = animtime = 0
value = 5100
ctrl = 0

[State 1100,end]
type = SelfState
trigger1 = animtime = 0
value = 5120
ctrl = 0

;---------------------------------------------------------------------------
; ワンインチ(キャンセル版)
[Statedef 265]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 265
poweradd = 0
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 10,>=0
Value = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 290,0

[State 00];
type = PlaySnd
trigger1 = animelem = 8
value = 250,0

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 50 + var(8)*12
priority = 5, Hit
getpower = 50,25
givepower = 50+var(29)*5,25+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7001
sparkxy = -15,-45
hitsound   = s400,5
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.5
air.velocity = -3.2,-5
ID = 200
nochainID = 210

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 14,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 7
value = 200, 4

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 290

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 291
ID = 290
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 17, = 0
ID = 290

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 12
attr = S, NA
animtype  = high
damage    = 75+var(8)*18
priority = 6, Hit
getpower = 75,37
givepower = 75+var(29)*7,37+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -15,-69
hitsound   = s400,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 290
nochainID = 9999

;---------------------[ステート移行]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 295]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 295
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 5,>=0
Value = 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 1
value = 295, 0

;---------------------[エフェクト]
[State a]
type = EnvColor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 10
priority = 6, Hit
getpower = 0,0
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -15,-69
hitsound   = s400,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999
kill = 0
yaccel = 0.45

;---------------------[ステート移行]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;屈み弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 5,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,0+random%2)


;---------------------[攻撃]
[State 400, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = C, NA
damage    = 25+var(8)*6
priority = 4, Hit
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 25,12
givepower = 25+var(29)*2,12+var(29)*1
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-51
hitsound   = s400,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6.5
air.velocity = -2.5,-5
ID = 200
nochainID = 9999
yaccel = 0.45
p2facing = 1

;---------------------[ステート移行]
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強パンチ
[Statedef 410]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 7,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 410

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4, = 0
anim = 411
ID = 410
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 10, = 0
ID = 410

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 410, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = C, NA
damage    = 70+var(8)*17
priority = 5, Hit
animtype = Heavy
air.animtype = back
fall.animtype = back
hitflag = MAF
guardflag = M
pausetime = 12,12
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
sparkno = s7001
sparkxy = -23,-80
hitsound   = s400,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -3.5,-6
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999
yaccel = 0.45

;---------------------[ステート移行]
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 6,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,0+random%2)

;---------------------[攻撃]
[State 430, 2]
type = HitDef
;triggerall = var(21) <= 0
trigger1 = animelem = 4
attr = C, NA
damage    = 30+var(8)*7
priority = 4, Hit
animtype  = Light
hitflag = M
guardflag = L
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-11
hitsound   = s400,1
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8.5
air.velocity = -2,-5
down.velocity = -5,0
down.hittime = 20
ID = 200
nochainID = 9999
yaccel = 0.45
p2facing = 1

;---------------------[ステート移行]
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 440
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 440, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = C, NA
damage    = 80+var(8)*20
priority = 5, Hit
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = s7001
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
sparkxy = -15,-29
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 200
;nochainID = 9999
yaccel = 0.45

;---------------------[ステート移行]
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;スライダーシュート
[Statedef 450]
type     = C
movetype = A
physics  = N
juggle = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 450
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 10,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 450

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 451
ID = 450
postype = p1
pos = 0,0
;bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 16, = 0
ID = 450

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 290,1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 4
value = 301, 1

;---------------------[移動]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 9

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 4,= 0
x = 5

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 13
x = 0

;---------------------[攻撃]

[State 260, HitDef]
type = HitDef
triggerall = var(21) <= 0
trigger1 = AnimElem = 6
attr = C, NA
hitflag = M
guardflag = L
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 80 + var(8) * 20, 0
guard.pausetime = 11, 12
sparkno = S7001
guard.sparkno = S7011
sparkxy = -15, -5
hitsound = S400,3
guardsound = S120,5
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 18
;guard.ctrltime = 14
ground.velocity = -4, -11 ;-3, -9.5
guard.velocity = -12
guard.slidetime = 18
guard.ctrltime = 18
air.velocity = -3, -10.5 ;-9.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
ID = 200
nochainID = 210
yaccel = 0.45

[State 1300, 9]
type = Assertspecial
triggerall = var(20) > 0
trigger1 = 1
flag = nojugglecheck

;---------------------[ステート移行]
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;スライダーシュート(キャンセル版)
[Statedef 455]
type     = C
movetype = A
physics  = N
juggle = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = ifelse(var(29) >= 1,451,450)
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 10,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 450

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 455
ID = 450
postype = p1
pos = 0,0
;bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 16, = 0
ID = 450

;--

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 451

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 456
ID = 451
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 16, = 0
ID = 451

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 290,1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 4
value = 301, 1

;---------------------[移動]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 9

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 4,= 0
x = 8

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElem = 4, > 0
x = 0.95

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 13
x = 0

;---------------------[攻撃]

[State 440, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 6
attr = C, NA
damage    = 80+var(8)*20
priority = 5, Hit
hitflag = M
guardflag = L
pausetime = 12,12
sparkno = s7001
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
sparkxy = -15,-5
hitsound   = s400,3
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -11
yaccel = 0.7
fall = 1
fall.recover = 0
ID = 200
;nochainID = 9999

;---------------------[ステート移行]
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;空中弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 8,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 600

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 601
ID = 600
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 8, = 0
ID = 600

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,0+random%2)

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = A, NA
damage    = 40+var(8)*10
priority = 4, Hit
getpower = 40,20
givepower = 40+var(29)*4,20+var(29)*2
guardflag = H
pausetime = 9,9
sparkno = s7000
sparkxy = -10,-60
hitsound   = s400,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-5
ID = 200
nochainID = 9999
yaccel = 0.45

;---------------------------------------------------------------------------
;空中強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 8,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 610

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 611
ID = 610
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 8, = 0
ID = 610

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 610, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = A, NA
damage = 70+var(8)*17
priority = 5, Hit
guardflag = H
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
pausetime = 12,12
sparkno = s7001
sparkxy = -22,-46
hitsound   = s400,2
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = ifelse(var(16) = 1,12,18)
ground.hittime  = ifelse(var(16) = 1,12,18)
guard.hittime  = ifelse(var(16) = 1,12,18)
ground.velocity = -7
air.velocity = -3,-5
ID = 200
nochainID = 9999
yaccel = 0.45


;---------------------------------------------------------------------------
;空中弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 5,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,0+random%2)

;---------------------[攻撃]
[State 630, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = A, NA
damage = 40+var(8)*10
priority = 4, Hit
getpower = 40,20
givepower = 40+var(29)*4,20+var(29)*2
guardflag = H
pausetime = 9,9
sparkno = s7000
sparkxy = -11,-60
hitsound   = s400,1
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-5
ID = 200
nochainID = 9999
yaccel = 0.45


;---------------------------------------------------------------------------
;空中強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 640
sprpriority = 1

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 2

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, ifelse(random < 300,-1,2+random%2)

;---------------------[攻撃]
[State 640, 3]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 3
attr = A, NA
damage    = 70+var(8)*17
priority = 5, Hit
guardflag = H
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
pausetime = 12,12
sparkno = s7001
sparkxy = -12,-42
hitsound   = s400,3
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = ifelse(var(16) = 1,12,18)
ground.hittime  = ifelse(var(16) = 1,12,18)
guard.hittime  = ifelse(var(16) = 1,12,18)
ground.velocity = -5
air.velocity = -3,-5
ID = 200
nochainID = 9999
yaccel = 0.45

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 7,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 690

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3, = 1
anim = 691
ID = 690
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 300, 3

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 200, 4

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 5
attr = A, NA
animtype  = hard
damage    = 90+var(8)*22
priority = 99, Hit
getpower = 90,45
givepower = 90+var(29)*9,45+var(29)*4
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -15,-54
hitsound   = s400,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
ID = 290
nochainID = 9999
yaccel = 0.45


;---------------------------------------------------------------------------
;緊急回避前
[Statedef 700]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];
type = ChangeAnim
triggerall = anim != 700
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 700

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

[State 1];無敵の状態を作る
type = NotHitBy
triggerall = animelem = 9,<0
trigger1 = prevstateno != 150
trigger2 = prevstateno != 151
value = , AA,AP

[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[エフェクト]
[State a]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 181, 0];きらきら
type = Explod
trigger1 = animelem = 2, = 1
anim = 1990
id = 1990
pos = 30,-50
postype = P1
sprpriority = 4
ownpal = 1
ontop = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]
[State 600, 1];させないよ
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0


[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = ifelse(prevstateno = 100,5,4)

[State 600, 1]
type = velset
trigger1 = animelem = 9
x = 0


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後
[Statedef 701]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 701
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];
type = ChangeAnim
triggerall = anim != 701
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 701

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

[State 1];無敵の状態を作る
type = NotHitBy
triggerall = animelem = 6,<0
trigger1 = prevstateno != 150
trigger2 = prevstateno != 151
value = , AA,AP

[state a]
type = playerpush
trigger1 = 1
value = 0


;---------------------[エフェクト]
[State a]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

;---------------------[効果音]
[State 600, 1];させないよ
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0


[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 1
x = -5

[State 600, 1]
type = velset
trigger1 = animelem = 6
x = 0


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 702
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[効果音]
[State 600, 1];っと
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -12

[State 600, 1]
type = velset
trigger1 = animelem = 6
x = 0

[State 600, 1]
type = velmul
trigger1 = 1
x = 0.9


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;アイスコフィン
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
Trigger1 = Enemynear,anim != 40
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 805
p2stateno = 810
fall = 1
nochainID = 600,9999

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 215

;---------------------------------------------------------------------------
;アイスコフィン・掴み
[Statedef 805]
type    = S
movetype= A
physics = N
anim = 805
juggle  = 0
sprpriority = 1

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 1
value = 420, 0

;---------------------[エフェクト]
[State explod];掴み
type = Explod
trigger1 = time = 1
anim = 7080
id = 3000
sprpriority = 5
postype = p1
pos = 45,-60
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[移動、速度]
;---------------------[相手制御]

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 75,0

[State 10000, 1]
type = ChangeState
trigger1 = Prevstateno = 800
trigger1 = (Target,Command = "y")
trigger1 = (Target,Command = "holdfwd") || (Target,Command = "holdback")
trigger2 = Prevstateno != 800
trigger2 = (Target,Command = "b")
trigger2 = (Target,Command = "holdfwd") || (Target,Command = "holdback")
value = 806

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = ifelse(prevstateno = 800,801,821)
ctrl = 0

;---------------------------------------------------------------------------
;アイスコフィン・投げはずされ
[Statedef 806]
type    = S
movetype= A
physics = N
anim = 5945
juggle  = 0
sprpriority = 1

;---------------------[サウンド]

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 400,4

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 295,0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 301,1

;---------------------[エフェクト]
[State explod];はずし
type = Explod
trigger1 = time = 7
anim = 7082
id = 3000
sprpriority = 5
postype = p1
pos = 45,-60
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[相手制御]

[State 2, targetstate]
type = targetstate
trigger1 = time = 0
value = 899

;---------------------[演出]

[State 10000, 1]
type = VelSet
trigger1 = time = 0
x = 0
0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
0
;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = time >= 23
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)アイスコフィン・投げ抜け
[Statedef 899]
type = S
movetype= I
physics = N
sprpriority = 1
facing = enemy,facing

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "Beppu"
trigger2 = authorname = "P-tan"
trigger2 = name = "Kula Diamond"
value = 5940

[State 895,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = anim != 5940
value = 5007

;---------------------[演出]

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[演出]

[State 10000, 1]
type = VelSet
trigger1 = time = 1
x = 0

[State 10000, 1]
type = VelSet
trigger1 = time = 7
x = -8

[State 10000, 1]
type = VelMul
trigger1 = 1
x = 0.95

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

;---------------------[演出]

[State 851, end]
type = SelfState
trigger1 = time >= 23
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;アイスコフィン・投げ
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 0
sprpriority = 1 ;4

;---------------------[効果音]
[State 600, 1];カチカチ
type = PlaySnd
trigger1 = animelem = 1
value = 800, 0

[State 600, 1];氷結
type = PlaySnd
trigger1 = animelem = 1
value = 800, 1

[State 600, 1];割れる
type = PlaySnd
trigger1 = animelem = 19
value = 800, 2

;---------------------[エフェクト]

[State 2160, 33]
type = Explod
trigger1 = time = 10
anim = 850
id = 850
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -2, RemoveExplod]
type = null ;RemoveExplod
triggerall = NumExplod(850) > 0
trigger1 = AnimElem = 17
ID = 850

;---------------------[移動、速度]
;---------------------[相手制御]

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 18, < 0
pos = 60, -10

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 5
trigger2 = animelem = 7
trigger3 = animelem = 9
trigger4 = animelem = 11
trigger5 = animelem = 13
trigger6 = animelem = 15
value = -10*const(data.attack)/100
kill = 0

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 19
value = -40*const(data.attack)/100

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 75,0

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)アイスコフィン・掴まれ
[Statedef 810]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2 ;-1

[state a]
type = turn
triggerall = Enemynear,facing = facing
trigger1 = time = 1
trigger2 = time = 11

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 810

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 811

;---------------------------------------------------------------------------
;(ENEMY)アイスコフィン・吹き飛び
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------[速度]
[state a];28
type = velset
trigger1 = time = 1
x = -9
y = -6

[state a]
type = velmul
trigger1 = time >= 1
trigger1 = vel x <= -4
x = 0.95

[State 821, 1]
type = VelAdd
Trigger1 = time >= 1
y = .48

;---------------------[ステート移行]
[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;アイスコフィン(後ろ)
[Statedef 820]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
Trigger1 = Enemynear,anim != 40
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 805
p2stateno = 810
fall = 1
nochainID = 600,9999

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 245

;---------------------------------------------------------------------------
;アイスコフィン・投げ
[Statedef 821]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 0
sprpriority = 1 ;4

[state a]
type = turn
trigger1 = time = 0

;---------------------[効果音]
[State 600, 1];カチカチ
type = PlaySnd
trigger1 = animelem = 1
value = 800, 0

[State 600, 1];氷結
type = PlaySnd
trigger1 = animelem = 1
value = 800, 1

[State 600, 1];割れる
type = PlaySnd
trigger1 = animelem = 19
value = 800, 2

;---------------------[エフェクト]

[State 2160, 33]
type = Explod
trigger1 = time = 10
anim = 850
id = 850
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -2, RemoveExplod]
type = null ;RemoveExplod
triggerall = NumExplod(850) > 0
trigger1 = AnimElem = 17
ID = 850

;---------------------[移動、速度]
;---------------------[相手制御]

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 18, < 0
pos = 60, -10

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 5
trigger2 = animelem = 7
trigger3 = animelem = 9
trigger4 = animelem = 11
trigger5 = animelem = 13
trigger6 = animelem = 15
value = -10*const(data.attack)/100
kill = 0

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 19
value = -40*const(data.attack)/100

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 75,0

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; クロウバイツ
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 90
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 8,>=0
Value = 0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2200
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2200
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2200
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2200
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2200
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2200
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2200
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1010

;---------------------[サウンド]
[State a];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 1000, 0

[State a];
type = PlaySnd
trigger1 = animelem = 2
value = 1000, 1

;---------------------[無敵]
[state a]
type = nothitby
triggerall = var(5) = 0
trigger1 = animelem = 5,<0
value = SCA

[state a]
type = nothitby
triggerall = var(5) = 1
trigger1 = animelem = 4,<0
value = SCA

;---------------------[移動]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 10,0

[State 1100, 0]
type = PosSet
trigger1 = Pos Y !=0
trigger1 = Time = 0
y = 0

;--

[State 1100, PosAdd]
type = PosAdd
triggerall = var(5) = 0
trigger1 = AnimElem = 1
x = 12

[State 1100, PosAdd]
type = PosAdd
triggerall = var(5) = 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 1100, StateType]
type = StateTypeSet
triggerall = var(5) = 0
trigger1 = AnimElem = 6
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
triggerall = var(5) = 0
trigger1 = AnimElem = 6,= 0
x = 4
y = -5.5

[State 1100, 4]
type = VelAdd
triggerall = var(5) = 0
trigger1 = AnimElem = 6 >= 0
y = .5

;--

[State 1100, PosAdd]
type = PosAdd
triggerall = var(5) = 1
trigger1 = AnimElem = 1
x = 12

[State 1100, PosAdd]
type = PosAdd
triggerall = var(5) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 1100, PosAdd]
type = PosAdd
triggerall = var(5) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 15

[State 1100, StateType]
type = StateTypeSet
triggerall = var(5) = 1
trigger1 = AnimElem = 6
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
triggerall = var(5) = 1
trigger1 = AnimElem = 6,= 0
x = 4
y = -10

[State 1100, 4]
type = VelAdd
triggerall = var(5) = 1
trigger1 = AnimElem = 6 >= 0
y = .48

[State 1100, 4]
type = VelAdd
triggerall = var(5) = 1
trigger1 = AnimElem = 12 >= 0
x = .05

;---------------------[ヘルパー]
[State explod];斬り
type = Explod
trigger1 = animelem = 3,= 1
anim = 1050+(var(5)*6)
id = 3000
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State explod];斬り
type = Explod
trigger1 = animelem = 3,= 0
anim = 1051
id = 3000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 0
trigger1 = animelem = 2
attr = S, SA
animtype  = hard
damage    = 70 + var(8)*17, 11
priority = 8, Hit
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-9.5
air.velocity = -4.5,-9.5
fall = 1
fall.recover = 0
yaccel = 0.45
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 0
trigger1 = animelem = 4
trigger1 = movecontact = 0
attr = S, SA
animtype  = hard
damage    = 40 + var(8)*10, 6
priority = 8, Hit
getpower = 40,20
givepower = 40+var(29)*4,20+var(29)*2
guardflag = M
pausetime = 9,9
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-7.2
air.velocity = -4.5,-7.2
fall = 1
fall.recover = 0
yaccel = 0.45
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = var(5) = 1
trigger1 = animelem = 2
attr = S, SA
animtype  = hard
damage    = 70 + var(8)*17, 11
priority = 8, Hit
getpower = 70,35
givepower = 70+var(29)*7,35+var(29)*3
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.velocity = -4.5,-9.5
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.45
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = var(5) = 1
trigger1 = animelem = 4
;trigger1 = movecontact = 0
attr = S, SA
animtype  = hard
damage    = 60 + var(8)*15, 10
priority = 8, Hit
getpower = 60,30
givepower = 60+var(29)*6,230+var(29)*3
guardflag = M
pausetime = 5,5
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-7.5
air.velocity = -4.5,-7.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.45
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = var(5) = 1
trigger1 = animelem = 6
trigger1 = hitcount = 1
attr = S, SA
animtype  = hard
damage    = 60 + var(8)*10, 10
priority = 8, Hit
getpower = 60,30
givepower = 60+var(29)*6,30+var(29)*3
guardflag = M
pausetime = 5,5
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-7.5
air.velocity = -4.5,-7.5
fall = 1
fall.recover = 0
yaccel = 0.45
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State a];
type = PlaySnd
trigger1 = movehit = 1
value = 1350, 1

;---------------------[立ちステートに戻る]

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1020
ctrl = 0

;------------------------------------------------------------------------------------
;クロウバイツ着地

[Statedef 1020]
type = S
movetype = I
physics = S
anim = 1020
velset = 0,0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;ダイアモンドブレス
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 90
velset = 0,0
anim = 1100
sprpriority = 1
ctrl = 0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 10,>=0
Value = 0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1110

;---------------------[]
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,var(5)

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1100,2

;---------------------[]

[State 1000,4]
type = helper
triggerall = var(5) <= 0
trigger1 = AnimElem = 6,0
stateno = 1150
id = 1155
name = "Breath"
pos = 15,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000,4]
type = helper
triggerall = var(5) >= 1
trigger1 = AnimElem = 6,0
stateno = 1160
id = 1160
name = "Breath2"
pos = 15,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[]

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


;------------------------------------------------------------------------------------
;弱ダイアモンドブレス ヘルパー
[Statedef 1150]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1150
sprpriority = 3

[State 1051, 2]
type = Projectile
triggerall = root,var(21) <= 0
trigger1 = time = 3
projpriority = 1
attr = S, SP
projID = 1150
projanim = 1155
projshadow = 68,68,68
projremovetime = 10
projhits = 1
projremove = 1
projhitanim = -1
offset = 20,0
velocity = 1,0
hitflag = MA
damage = floor(60 * root,fvar(0)) + root,var(8)*15, 10
getpower = 60,30
givepower = 60+root,var(29)*6,30+root,var(29)*3
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = s7002
hitsound   = s1350,1
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,-50
air.type = high
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4,-8
air.velocity = -4,-8
airguard.velocity = -3.6,-2
guard.hittime = 20
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = 0.35

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = animtime = 0
trigger2 = FrontEdgeDist <= -40

;------------------------------------------------------------------------------------
;強ダイアモンドブレス ヘルパー
[Statedef 1160]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1150
sprpriority = 3


[State 1051, 2]
type = Projectile
triggerall = root,var(21) <= 0
trigger1 = time = 3
projpriority = 1
attr = S, SP
projID = 1150
projanim = 1155
projshadow = 68,68,68
projremovetime = 10
projhits = 1
projremove = 1
projhitanim = -1
offset = 20,0
velocity = 1,0
hitflag = MA
damage = floor(70 * root,fvar(0)) + root,var(8)*17, 11
getpower = 70,35
givepower = 70+root,var(29)*7,35+root,var(29)*3
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = s7002
hitsound   = s1350,1
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,-50
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 36
ground.velocity = -6,0
air.velocity = -4,-8
guard.hittime = 18
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = 0
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
palfx.time = 32
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = 0.35


[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = animtime = 0
trigger2 = FrontEdgeDist <= -40


;------------------------------------------------------------------------------------
;カウンターシェル
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 90
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 5,>=0
Value = 0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1320
trigger3 = prevstateno = 1330
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2320
trigger6 = prevstateno = 2330
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[]
[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 1200,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200,1

;ズサーって音
[State 00]
type = PlaySnd
trigger1 = Enemynear,movetype = H && Enemynear,statetype = L
trigger1 = Enemynear,stateno = 1281 && Enemynear,time = 1 
value = 301, 1

;---------------------[]

[State 1000,4]
type = helper
trigger1 = AnimElem = 3
stateno = 1230
id = 1230
name = "Shell"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 114, 3]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA,NP,SP,HP
hitflag = P
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0
p1stateno = 1220

;---------------------[]

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


;------------------------------------------------------------------------------------
;カウンターシェル（飛び道具カウンター）
[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1210
juggle  = 0
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
facep2 = 0

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AP
time = 1

;---------------------[]

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 1221
ID = 1220
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[]

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 1200,2

;---------------------[]

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 12,>=0
Value = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 11,0
stateno = 1250
id = 1250
name = "counter"
pos = 15,-80
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

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

;------------------------------------------------------------------------------------
;カウンターシェル（打撃エフェクト）ヘルパー
[Statedef 1230]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1250
sprpriority = 3

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 8

[State 1100, HitDef]
type = HitDef
trigger1 = root, var(21) <= 0
trigger1 = time = 0
attr = S, SA
hitflag = MAF
guardflag = M
animtype = up
air.animtype = up
fall.animtype = up
priority = 3,Hit
pausetime = 1, 1
damage = floor(45 * root,fvar(0)) + root,var(8)*11, 7
guard.pausetime = 8, 8
sparkno = s7002
hitsound   = s1350,1
guardsound = s120,1
guard.sparkno = s7012
sparkxy = -10, -70
ground.type = High
air.type = High
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.hittime  = 18
;guard.ctrltime = 9
ground.velocity = -6,-4.5
guard.velocity = -9
air.velocity = -6,-4.5
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 45,22
givepower = 45+var(29)*4,22+var(29)*2
persistent = 0
air.juggle = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .52
palfx.time = 50
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
ID = 1230

;カウンターヒット
[State 2, targetstate]
type = targetstate
trigger1 = numtarget(1230)
trigger1 = target(1230),movetype = H && target(1230),stateno != [120,159]
trigger1 = root,numexplod(7900)
trigger1 = target(1230),stateno != [1290,1299]
trigger1 = root,var(6) >= 1
value = 1290

;通常ヒット
[State 2, targetstate]
type = targetstate
trigger1 = numtarget(1230)
trigger1 = target(1230),movetype = H && target(1230),stateno != [120,159]
trigger1 = target(1230),stateno != [1290,1299]
trigger1 = target(1230),stateno != [1280,1289]
trigger1 = root,numexplod(7900) = 0
value = 1280

[state 1051, destroyself]
type = destroyself
triggerall = time > 0
trigger1 = parent, stateno != [1200,1210]
trigger2 = parent, movetype = H
trigger3 = AnimTime = 0

;------------------------------------------------------------------------------------
;カウンターシェル（飛び道具カウンター）ヘルパー
[Statedef 1250]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1260
sprpriority = 3

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 15

[State 1051, 2]
type = Projectile
trigger1 = root, var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1250
projanim = 1265
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
offset = 20,0
velocity = vel X, vel Y
hitflag = MAF
damage = floor(80 * root,fvar(0)) + root,var(8)*20, 13
getpower = 80,40
givepower = 80+var(29)*8,40+var(29)*4
animtype = Hard
guardflag = M
pausetime = 4,4
pausemovetime = 0
sparkno = s7002
hitsound   = s1350,1
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 0,0
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4,-6
air.velocity = -4,-6
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = 0
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = 0.3

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1250)
value = 1260

;------------------------------------------------------------------------------------
;カウンターシェル（飛び道具カウンター）ヘルパー（消滅）
[Statedef 1260]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1270

[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;(ENEMY)カウンターシェル・吹っ飛ばされ
[Statedef 1280]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1280

[State 2, destroyself];分身バグ対策
type = destroyself
trigger1 = ishelper

;---------------------[演出]

[state a]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 0
x = -6
y = -3

[state a]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 0
x = 6
y = -3

[state a]
type = veladd
trigger1 = time > 0
y = 0.5

;---------------------[立ちステートに戻る]

[State 1100,end]
type = SelfState
trigger1 = !alive
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0

[State 1100,end]
type = ChangeState
trigger1 = alive
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1281
ctrl = 0

;---------------------------------------------------------------------------
;(ENEMY)カウンターシェル・着地スライド
[Statedef 1281]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1281

[State 1125, EnvShake]
type = Posset
trigger1 = time = 0
y = 0

[State 1125, EnvShake]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 0
x = -2.4
y = 0

[State 1125, EnvShake]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 0
x = 2.4
y = 0

[State 1125, EnvShake]
type = nothitby
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------[立ちステートに戻る]

[State 1100,end]
type = SelfState
trigger1 = !alive
trigger1 = animtime = 0
value = 5100
ctrl = 0

[State 1100,end]
type = ChangeState
trigger1 = alive
trigger1 = animtime = 0
value = 1282
ctrl = 0

;---------------------------------------------------------------------------
;(ENEMY)カウンターシェル・起き上がるまで
[Statedef 1282]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 1125, EnvShake]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1282

[State 1125, EnvShake]
type = null ;nothitby
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------[立ちステートに戻る]

[State 1100,end]
type = SelfState
trigger1 = animtime = 0
value = 5120
ctrl = 0

;---------------------------------------------------------------------------
;(ENEMY)カウンターシェル・吹っ飛ばされ
[Statedef 1290]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1295

[State 2, destroyself];分身バグ対策
type = destroyself
trigger1 = ishelper

;---------------------[演出]

[state a]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 0
x = -15
y = -2

[state a]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 0
x = 15
y = -2

[state a]
type = veladd
trigger1 = time > 15
y = 0.1

;---------------------[立ちステートに戻る]

[State 236]
type = ScreenBound
triggerall = time > 0
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 236]
type = ChangeState
triggerall = time > 0
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1291

[State 1100,end]
type = SelfState
triggerall = time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;(ENEMY)カウンターシェル・壁バウンド
[Statedef 1291]
type    = A
movetype= H
physics = N

[State 1100]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1100]
type = ChangeAnim2
trigger1 = Time = 0
value = 1296

[State 1100]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1100]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1100]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1100]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 237]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 237]
type = ChangeState
trigger1 = AnimTime = 0
value = 1292

;---------------------------------------------------------------------------
;(ENEMY)カウンターシェル・壁バウンド
[Statedef 1292]
type    = A
movetype= H
physics = N

[State 238]
type = VelSet
trigger1 = Time = 0
x = 3
y = -8

[State 238]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 238]
type = VelAdd
trigger1 = 1
y = .35

[State 238]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 238]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 238]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 238]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 238]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


;------------------------------------------------------------------------------------
;レイスピン
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 90
velset = 0,0
anim = 1300
sprpriority = 1
ctrl = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 20,0

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 1330
trigger5 = prevstateno = 2000
trigger6 = prevstateno = 2200
trigger7 = prevstateno = 2320
trigger8 = prevstateno = 2330
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a" && var(59) <= 0
trigger2 = var(58) = 1
trigger3 = fvar(7) = 1 && var(59) <= 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b" && var(59) <= 0
trigger2 = var(58) = 2
trigger3 = fvar(7) = 2 && var(59) <= 0
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1310

;---------------------[]
[State 1000, 1];くるっと
type = PlaySnd
trigger1 = time = 0
value = 1300,var(5)

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 1300,2

;---------------------[]

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = 4.3
y = ifelse(var(5) <= 0,-4.5,-6.5)

;---------------------[]

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 2 ,>= 0
y = .43

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 1301

[State 200, ice]
type = Explod
;triggerall = var(5) = 0
trigger1 = AnimElem = 2, = 0
anim = 1301
ID = 1301
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
triggerall = var(5) = 1
trigger1 = AnimElem = 10, = 0
anim = 1302
ID = 1301
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = AnimElem = 6, = 1
anim = 1306
ID = 1306
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = var(5) = 1
trigger1 = AnimElem = 13, = 1
anim = 1306
ID = 1306
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[]

[State 210, 2]
type = HitDef
triggerall = fvar(1) <= 0
triggerall = var(21) <= 0
trigger1 = var(5) = 0
trigger1 = animelem = 7
attr = S, SA
animtype  = hard
damage    = 30 + var(8)*7, 5
priority = 8, Hit
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -9
air.velocity = -4.5,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = fvar(1) <= 0
triggerall = var(21) <= 0
triggerall = var(5) >= 1
trigger1 = animelem = 7
attr = S, SA
animtype  = hard
damage    = 30 + var(8)*7, 5
priority = 8, Hit
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4,-5
air.velocity = -4.5,-5
fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = fvar(1) <= 0
triggerall = var(21) <= 0
triggerall = var(5) >= 1
trigger1 = animelem = 14
attr = S, SA
animtype  = hard
damage    = 30 + var(8)*7, 5
priority = 8, Hit
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4,-7.5
air.velocity = -4.5,-7.5
fall = 1
fall.recover = 0
yaccel = 0.5

;---------------------[]

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = var(59) <= 0
trigger1 = !var(10)
trigger1 = AnimElem = 7,>0
trigger1 = command = "a" && command = "holdfwd"
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = var(59) <= 0
trigger1 = !var(10)
trigger1 = AnimElem = 7,>0
trigger1 = command = "b" && command = "holdfwd"
var(10) = 2
ignorehitpause = 1

;---------------------[]

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = var(10) = 1
value = 1320
ctrl = 0

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = var(10) = 2
value = 1330
ctrl = 0

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1340
ctrl = 0

;------------------------------------------------------------------------------------
;レイスピンスタンド
[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
juggle  = 0
velset = 0,0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 20,0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 7,>=0
Value = 0

;---------------------[]

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3, = 1
anim = 1221
ID = 1220
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
;removeongethit = 1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

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

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
damage    = 20 + var(8)*5, 3
priority = 8, Hit
getpower = 20,10
givepower = 20+var(29)*2,10+var(29)*1
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s1350,1
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -3,-6
air.velocity = -3,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
ID = 1320

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

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1350,0

[State 1000,4]
type = helper
trigger1 = AnimElem = 5
stateno = 1325
id = 1325
name = "spin"
pos = 15,-80
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;レイスピンスタンド（飛び道具）ヘルパー
[Statedef 1325]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1260
sprpriority = 3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,1
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 10

[State 1051, 2]
type = Projectile
trigger1 = root, var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1250
projanim = 1265
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
offset = 20,0
velocity = vel X, vel Y
hitflag = MAF
damage = floor(30 * root,fvar(0)) + root,var(8)*7, 5
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = s7002
hitsound   = s1350,1
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 0,0
air.type = high
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-4
air.velocity = -4,-4
airguard.velocity = -3.6,-2
guard.hittime = 18
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
ownpal = 1
palfx.time = 40
palfx.add = 25,25,55
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = 0.3

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1250)
value = 1260

;------------------------------------------------------------------------------------
;レイスピンシット
[Statedef 1330]
type     = C
movetype = A
physics  = N
juggle = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = ifelse(var(5) >= 1,1331,1330)
sprpriority = 2

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 10,>=0
Value = 0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 450

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 455
ID = 450
postype = p1
pos = 0,0
;bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 16, = 0
ID = 450

;--

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 451

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 456
ID = 451
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = RemoveExplod
trigger1 = AnimElem = 16, = 0
ID = 451

;---------------------[移動]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 9

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 4,= 0
x = 8

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElem = 4, > 0
x = 0.95

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 13
x = 0

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

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1350,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 250,1

[State 260, HitDef]
type = HitDef
trigger1 = var(5) <= 0
trigger1 = var(21) <= 0
trigger1 = AnimElem = 6
attr = C, SA
hitflag = M
guardflag = L
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 30 + var(8)*7, 5
guard.pausetime = 12, 12
sparkno = S7001
guard.sparkno = S7011
sparkxy = -15, -5
hitsound = S400,3
guardsound = S120,5
ground.type = Low
air.type = Low
ground.slidetime = 16
ground.hittime = 16
air.hittime = 16
guard.hittime  = 16
;guard.ctrltime = 14
ground.velocity = -2.7,-9.5;-14
guard.velocity = -12
guard.slidetime = 12
guard.hittime = 12
guard.ctrltime = 12
air.velocity = -2.7,-9.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = 0.5 ;.75

[State 260, HitDef]
type = HitDef
trigger1 = var(5) >= 1
trigger1 = var(21) <= 0
trigger1 = AnimElem = 6
attr = C, SA
hitflag = MAF
guardflag = L
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 30 + var(8)*7, 5
guard.pausetime = 12, 12
sparkno = S7001
guard.sparkno = S7011
sparkxy = -15, -5
hitsound = S400,3
guardsound = S120,5
ground.type = Low
air.type = Low
ground.slidetime = 16
ground.hittime = 16
air.hittime = 16
guard.hittime  = 16
;guard.ctrltime = 14
ground.velocity = -2.7,-9.5;-14
guard.velocity = -12
guard.slidetime = 12
guard.hittime = 12
guard.ctrltime = 12
air.velocity = -2.7,-9.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 30,15
givepower = 30+var(29)*3,15+var(29)*1
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = 0.5 ;.75


[State 271, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;------------------------------------------------------------------------------------
;レイスピン着地
[Statedef 1340]
type = S
movetype = I
physics = S
anim = 1340
juggle  = 0
velset = 0,0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1














;---------------------------------------------------------------------------
; Varのラウンド持ち越し
[Statedef 5900]
type = S

;チーム戦時のドライブゲージ(チーム戦で全くドライブゲージがないまま始まるのも妙なので)
[State 00]
type = varset
triggerall = var(22) = 0
triggerall = time = 0
triggerall = teammode = turns
triggerall = roundno >= 2
trigger1 = var(22) := 1
var(19) = floor(power * 1000 / const(data.power))

[State a];MAX発動ゲージ
type = VarSet
trigger1 = time = 0
v = 20
value = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

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


;---------------------------------------------------------------------------
;(ENEMY)ガードクラッシュ
[Statedef 5910]
type = S
movetype= H
physics = N
sprpriority = 1
facing = enemy,facing

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(5910)
value = 5910

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 50
trigger1 = anim = 5910
trigger1 = SelfAnimExist(5911)
value = 5911

[State 895,ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = anim != 5910
value = 5915

;---------------------[演出]

[State 10000, 1]
type = VelSet
trigger1 = time = 1
x = 0

[State 10000, 1]
type = VelSet
trigger1 = time = 7
x = -6

[State 10000, 1]
type = VelMul
trigger1 = 1
x = 0.85

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

;---------------------[演出]

[State 851, end]
type = SelfState
trigger1 = time >= 60
value = 0
ctrl = 1

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

[state a]
type = varset
triggerall = var(28) < 0
trigger1 = 1
var(28) = 0

[state a]
type = varset
triggerall = var(1) < 0
trigger1 = 1
var(1) = 0

;ガードクラッシュ値回復不能時間
[state a]
type = varadd
triggerall = var(28) >= 1
trigger1 = 1
var(28) = -1

;ガードクラッシュ値回復不能時間
[State 1000, 0]
type = varset
triggerall = fvar(2) > 0
triggerall = var(28) != 180
triggerall = roundstate = 2
trigger1 = moveguarded = 1
trigger2 = projguardedtime(1150) = 1
trigger3 = projguardedtime(1250) = 1
trigger4 = projguardedtime(2150) = 1
trigger5 = projguardedtime(2250) = 1
trigger6 = projguardedtime(3050) = 1
trigger7 = projguardedtime(3060) = 1
trigger8 = projguardedtime(3150) = 1
trigger9 = projguardedtime(3160) = 1
trigger10= projguardedtime(3560) = 1
var(28) = 180

;ガードクラッシュ値回復不能時間・リセット
[State 1000, 0]
type = varset
triggerall = var(28) != 0
trigger1 = roundstate != 2
var(28) = -1

;ガードクラッシュ値回復
[state a]
type = varadd
triggerall = var(1) >= 1
trigger1 = var(28) <= 0
trigger1 = gametime % 20 = 0
var(1) = -3

;--

;ガードクラッシュ値削り
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = moveguarded = 1
trigger1 = stateno = [200,2999]
var(1) = floor(6*fvar(2))

;ガードクラッシュ値削り追加分
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = moveguarded = 1
trigger1 = stateno = 210 || stateno = 410 || stateno = 440 || stateno = 610 || stateno = 640
var(1) = floor(6*fvar(2))

;ガードクラッシュ値削り追加分・ふっとばし攻撃
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = moveguarded = 1
trigger1 = stateno = 290 || stateno = 690
var(1) = ifelse(stateno = 290,floor(10*fvar(2)),floor(8*fvar(2)))

;--

;ガードクラッシュ値削り
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = projguardedtime(1150) = 1
trigger2 = projguardedtime(1250) = 1
var(1) = floor(8*fvar(2))

;ガードクラッシュ値削り
[state a]
type = varadd
triggerall = fvar(2) > 0
trigger1 = projguardedtime(2150) = 1
trigger2 = projguardedtime(2250) = 1
var(1) = floor(12*fvar(2))

;--

;ガードクラッシュ値・リセット
[State 1000, 0]
type = varset
triggerall = var(1) != 0
trigger1 = roundstate != 2
var(1) = 0

;ガードクラッシュ音
[State 2]
type = playsnd
triggerall = fvar(2) > 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
value = 5910, 0

[State a]
type = EnvColor
triggerall = fvar(2) > 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
persistent = 0
time = 1
value = 255,255,255
under = 2

[State 6000];Drive Canncel
type = Explod
triggerall = fvar(2) > 0
triggerall = teamside = 1
triggerall = Numexplod(7940) = 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
anim = 7941
id = 7940
sprpriority = 9
postype = right
pos = -65,50
ontop = 1
bindtime = -1
ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = fvar(2) > 0
triggerall = teamside != 1
triggerall = Numexplod(7940) = 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
anim = 7940
id = 7940
sprpriority = 9
postype = left
pos = 65,50
ontop = 1
bindtime = -1
ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State explod];エフェクト
type = Explod
triggerall = fvar(2) > 0
triggerall = Numexplod(5910) = 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
anim = 5917
id = 5910
sprpriority = 3
postype = p2
pos = 0,-50
vel = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;ガードクラッシュ
[State 2, targetstate]
type = targetstate
triggerall = fvar(2) > 0
triggerall = numtarget
triggerall = target,alive
triggerall = var(1) >= 100
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded = 1
value = 5910

;ガードクラッシュ値・リセット
[State 1000, 0]
type = varset
triggerall = var(1) != 0
trigger1 = numtarget
trigger1 = target,statetype = S || target,statetype = C
trigger1 = target,movetype = H && target,stateno = 5910
trigger1 = target,anim = [5910,5919]
var(1) = 0

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

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[State -2, 1]
type = stopSnd
trigger1 = !alive
channel = 5

[State -2, 4];ハイジャンプ判定
type = varadd
trigger1 = 1
v = 15
value = -1

[state -2, a];崩れＫＯ用
type = varset
triggerall = var(24) = 0 && alive
trigger1 = statetype != A
var(24) = 1

[state -2, a];崩れＫＯ用
type = varset
triggerall = var(24) != 0 && alive
trigger1 = statetype = A
var(24) = 0

;KOボイス
[State 00]
type = PlaySnd
trigger1 = !alive && life <= 0
trigger1 = var(27) = 0
trigger1 = stateno != 5950
trigger1 = var(27) := 1
value = 11, 1
channel = 4

[state -2, a]
type = varset
triggerall = var(27) = 1
trigger1 = alive
var(27) = 0

; 勝利フラグ
[State win]
type = varset
triggerall = var(13) = 0
trigger1 = win
var(13) = 1

[State win]
type = varset
triggerall = var(13) = 1
trigger1 = roundstate = 1
var(13) = 2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダッシュ終了時のエフェクトの消去
[State 1];ブレスレットのエフェクト消去、主に通常動作
type = removeexplod
trigger1 = MoveType = H && stateno != [120,159]
ID = 3000

[State 1];
type = removeexplod
triggerall = time > 1
trigger1 = RoundState != 4
ID = 171

[State 1];
type = removeexplod
triggerall = time > 1
trigger1 = RoundState != 4
ID = 182

[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2200

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 100
ID = 102

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 101
ID = 103

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 200
ID = 200

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 210
ID = 210

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 240
ID = 240

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 245
ID = 245

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 280
ID = 280

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 290
ID = 290

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 410
ID = 410

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 450 && anim != 1330 && anim != 2330
ID = 450

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 450 && anim != 1330 && anim != 2330
ID = 451

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 600
ID = 600

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 610
ID = 610

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 690
ID = 690

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 1300 && anim != 1310 && anim != 2300
ID = 1301

[State 200, ice]
type = RemoveExplod
trigger1 = anim != 1300 && anim != 1310 && anim != 2300
ID = 1306

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;//////////////////////////////////////////////////////////////////////////
;ダメージボイス
[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1 && life > 0
trigger1 = GetHitVar(animtype) = 0
value = 5000,0+(random%4)
persistent = 0
channel = 5

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1 && life > 0
trigger1 = GetHitVar(animtype) = 1
value = 5001,0+(random%4)
persistent = 0
channel = 5

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1 && life > 0
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5002,0+(random%4)
persistent = 0
channel = 5


;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////

[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0

[state a];
type = varadd
triggerall = enemy,movetype = H
trigger1 = stateno = 1320 || stateno = 2320
trigger1 = movehit = 1
var(7) = 1

[state a];連続ヒット数記憶
type = varadd
triggerall = enemy,movetype = H
trigger1 = stateno = [200,2999]
trigger1 = movehit = 1
trigger2 = projhittime(1150) = 1
trigger3 = projhittime(1250) = 1
trigger4 = projhittime(2150) = 1
trigger5 = projhittime(2250) = 1
trigger6 = numhelper(1230)
trigger6 = helper(1230),movehit = 1 && enemynear,stateno != [120,159]
trigger7 = numhelper(2230)
trigger7 = helper(2230),movehit = 1 && enemynear,stateno != [120,159]
var(7) = 1

[state a];ヒット数リセット
type = varset
trigger1 = Enemynear,ctrl || Enemynear,movetype != H
trigger2 = roundstate != 2
trigger3 = Enemynear,statetype = L 
var(7) = 0

[state a];補正
type = varset
trigger1 = enemy,movetype = H
trigger1 = var(7) >= 1
fvar(0) = (100.0 - (var(7) * 5.0)) / 100.0

[state a];補正(超必)・(AC版)
type = varset
triggerall = fvar(0) < 0.5
trigger1 = var(29) <= 0
trigger1 = stateno = [3000,3499]
trigger2 = stateno = [3500,3999]
fvar(0) = 0.5

[state a];補正(超必)・(家庭用版)
type = varset
trigger1 = stateno = [3000,3499]
trigger1 = fvar(0) < 0.4
fvar(0) = 0.4

[state a];補正
type = varset
trigger1 = fvar(0) < 0.2
fvar(0) = 0.2

[state a]
type = attackmulset
trigger1 = 1
value = fvar(0)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////

[State a]
type = null ;AssertSpecial
trigger1 = RoundState != 2
flag = nobardisplay

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ハイパードライブゲージ
;//////////////////////////////////////////////////////////////////////////

;ドライブゲージ回復停止時間(ドライブキャンセル使用後、３カウント回復しない)
[state a]
type = varadd
triggerall = var(3) >= 1
trigger1 = 1
var(3) = -1

;-----

[state -2 ,1];ハイパードライブモード発動時のパワーセット
type = varset
trigger1 = var(20) = 600
var(2) = power

[state -2 ,1]
type = varadd
triggerall = time = 1
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger3 = stateno = 2200
trigger4 = stateno = 2300
trigger5 = stateno = 3000
var(2) = -1000

[state -2 ,1]
type = varadd
triggerall = time = 1
trigger1 = stateno = 3010
trigger2 = stateno = 3100
var(2) = -2000

[state -2 ,1]
type = varset
trigger1 = var(2) < 0
var(2) = 0

[state a]
type = powerset
trigger1 = var(20) > 0
value = var(2)
ignorehitpause = 1

;-----

[state a]
type = varset
triggerall = var(20) <= 0
trigger1 = var(19) > 1000
var(19) = 1000

[state a]
type = varset
trigger1 = var(19) < 0
trigger2 = var(20) > 0
var(19) = 0

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
trigger1 = projhittime(1150) = 1 && var(5) <= 0
var(19) = floor(60 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
trigger1 = projhittime(1150) = 1 && var(5) > 0
var(19) = floor(70 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
trigger1 = projhittime(1250) = 1
var(19) = floor(80 * ifelse(movehit,0.6,0.2))

;--

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 1320
var(19) = floor(20 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 200 || stateno = 205 || stateno = 400
trigger2 = stateno = 215 && animelem = 8, >= 0
trigger3 = stateno = 240
var(19) = floor(25 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 230 || stateno = 235 || stateno = 430 || stateno = 1300 || stateno = 1330
trigger2 = stateno = 245 && animelem = 8, >= 0
var(19) = floor(30 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 455
var(19) = floor(40 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 600 || stateno = 630
var(19) = floor(45 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
trigger1 = numhelper(1230)
trigger1 = helper(1230),movehit = 1 && enemynear,stateno != [120,159]
var(19) = floor(45 * ifelse((p2stateno != [120,159]),0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 255 || stateno = 265 || stateno = 450 || stateno = 650
var(19) = floor(50 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 215 && animelem = 8, < 0
trigger2 = stateno = 245 && animelem = 8, < 0
var(19) = floor(55 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 1000 && var(5) >= 1 && animelem = 4, >= 0
var(19) = floor(60 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 410 ||stateno = 610 || stateno = 640 || stateno = 250 || stateno = 260
trigger2 = stateno = 1000 && var(5) <= 0
trigger3 = stateno = 1000 && var(5) >= 1 && animelem = 4, < 0
var(19) = floor(70 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 290
var(19) = floor(75 * ifelse(movehit,0.6,0.2))

[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = movecontact = 1
trigger1 = stateno = 210 || stateno = 440 ||stateno = 690
var(19) = floor(80 * ifelse(movehit,0.6,0.2))

;---

;ガード時のドライブゲージ増加
[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = stateno = 150 ||  stateno = 152 || stateno = 154
triggerall = alive = 1
trigger1 = time = 0
var(19) = 5 ;本当はガードしなかった時のダメージの３０％だけど、MUGENでは参照にできるトリガーがないので

;ダメージ時のドライブゲージ増加
[state a]
type = varadd
triggerall = var(20) <= 0
triggerall = var(3) <= 0
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = alive = 1
trigger1 = time = 0
var(19) = floor(GetHitVar(damage)*0.4)

;---

;ダメージ時のパワーゲージ増加
[state a]
type = poweradd
triggerall = var(20) <= 0
triggerall = var(29) >= 1
triggerall = var(9) != 10 ;相手が俺のKOF１３キャラじゃない時
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(damage) > 0
value = floor(GetHitVar(damage)*0.1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ハイパードライブモード
;//////////////////////////////////////////////////////////////////////////
;---------------------[変数]

[state a]
type = varadd
triggerall = !((stateno = 3000 && time <= 28) || (stateno = 3010 && time <= 31) || (stateno = 3100 && time <= 28))
trigger1 = var(20) > 0
v = 20
value = -1

[state a]
type = varset
trigger1 = var(20) < 0
v = 20
value = 0

;---------------------[演出]

[State -2, Original Combo PalFX]
type=palfx
trigger1= var(20)>120
time=2
add=32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32)
ignorehitpause=1

[State -2, Original Combo PalFX]
type=palfx
trigger1= var(20)=[1,120]
time=2
add=64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64)
ignorehitpause=1

[State a];点滅
type = null ;palfx
trigger1 = var(20) > 0
trigger1 = gametime % 2 = 0
time = 1
add = 126,126,0
color = 1
ignorehitpause = 1

[state a]
type = varset
trigger1 = roundstate = 1
trigger1 = var(20) > 0
v = 20
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ゲージ
;//////////////////////////////////////////////////////////////////////////
;---------------------[ヘルパー]
[state a];ゲージ
type = Helper
triggerall = numhelper(7500) = 0
trigger1 = numpartner = 0
trigger2 = numpartner
trigger2 = partner,numhelper(7500) = 0
id = 7500
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 7500
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 0 
ownpal = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 空中追撃判定

[state a];通常技空中ヒット時、追撃不可になる(なんでも判定は除く)
type = varset
triggerall = var(21) <= 0 && roundstate = 2
triggerall = movehit = 1 && var(8) = 0
triggerall = numexplod(7900) = 0
triggerall = Enemynear,statetype = A && Enemynear,movetype = H
trigger1 = stateno = [200,699]
trigger1 = stateno != 250 && stateno != 260
var(21) = 1

[state a];解除
type = varset
triggerall = var(21) >= 1
trigger1 = Enemynear,statetype != A
trigger2 = Enemynear,movetype = A
trigger3 = roundstate != 2
trigger4 = movehit = 1
trigger4 = (stateno = [1000,1999]) || (stateno = [2000,3999]) || var(8) >= 1
trigger5 = projhittime(1150) = 1
trigger6 = projhittime(1250) = 1
trigger7 = projhittime(2150) = 1
trigger8 = projhittime(2250) = 1
trigger9 = projhittime(3050) = 1
trigger10= projhittime(3060) = 1
trigger11= projhittime(3150) = 1
trigger12= projhittime(3160) = 1
trigger13= projhittime(3550) = 1
trigger14= projhittime(3560) = 1
trigger15= numhelper(1230)
trigger15= helper(1230),movehit = 1 && enemynear,stateno != [120,159]
trigger16= numhelper(2230)
trigger16= helper(2230),movehit = 1 && enemynear,stateno != [120,159]
var(21) = 0


[state a];レイスピン・スタンド　ヒット後、レイスピンによる追撃不可
type = varset
triggerall = fvar(1) <= 0 && roundstate = 2
trigger1 = projhittime(1250) = 1
fvar(1) = 1

[state a];解除
type = varset
triggerall = fvar(1) >= 1
trigger1 = Enemynear,statetype != A
trigger2 = Enemynear,movetype = A
trigger3 = roundstate != 2
trigger4 = movehit = 1
trigger4 = (stateno = [1000,1999]) || (stateno = [2000,3999]) || var(8) >= 1
trigger5 = projhittime(1150) = 1
trigger6 = projhittime(2150) = 1
trigger7 = projhittime(2250) = 1
trigger8 = projhittime(3050) = 1
trigger9 = projhittime(3060) = 1
trigger10= projhittime(3150) = 1
trigger11= projhittime(3160) = 1
trigger12= projhittime(3550) = 1
trigger13= projhittime(3560) = 1
trigger14= numhelper(1230)
trigger14= helper(1230),movehit = 1 && enemynear,stateno != [120,159]
trigger15= numhelper(2230)
trigger15= helper(2230),movehit = 1 && enemynear,stateno != [120,159]
fvar(1) = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::カウンターヒット設定

[state a]
type = varset
trigger1 = enemy,movetype = A
v = 8
value = 1
ignorehitpause = 1

[State 6000];Counter!
type = Explod
triggerall = teamside = 1
triggerall = stateno != [800,899] ;投げ
triggerall = numexplod(7900) = 0
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = numhelper(1230)
trigger2 = helper(1230),movehit = 1 && enemynear,stateno != [120,159]
trigger3 = numhelper(2230)
trigger3 = helper(2230),movehit = 1 && enemynear,stateno != [120,159]
trigger4 = projhittime(1150)
trigger5 = projhittime(1250)
trigger6 = projhittime(2150)
trigger7 = projhittime(2250)
anim = 7900
id = 7900
sprpriority = 9
postype = left
pos = 60,85
ontop = 1
bindtime = -1
removetime = 40
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Counter!
type = Explod
triggerall = teamside = 2
triggerall = stateno != [800,899] ;投げ
triggerall = numexplod(7900) = 0
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = numhelper(1230)
trigger2 = helper(1230),movehit = 1 && enemynear,stateno != [120,159]
trigger3 = numhelper(2230)
trigger3 = helper(2230),movehit = 1 && enemynear,stateno != [120,159]
trigger4 = projhittime(1150)
trigger5 = projhittime(1250)
trigger6 = projhittime(2150)
trigger7 = projhittime(2250)
anim = 7901
id = 7900
sprpriority = 9
postype = right
pos = -60,85
ontop = 1
bindtime = -1
removetime = 40
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a]
type = EnvColor
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = numhelper(1230)
trigger2 = helper(1230),movehit = 1 && enemynear,stateno != [120,159]
trigger3 = numhelper(2230)
trigger3 = helper(2230),movehit = 1 && enemynear,stateno != [120,159]
trigger4 = projhittime(1150) = [1,5]
trigger5 = projhittime(1250) = [1,5]
trigger6 = projhittime(2150) = [1,5]
trigger7 = projhittime(2250) = [1,5]
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[state a]
type = varset
triggerall = p2movetype = H && var(8) = 1
trigger1 = movehit = 1
trigger2 = numhelper(1230)
trigger2 = helper(1230),movehit = 1 && enemynear,stateno != [120,159]
trigger3 = numhelper(2230)
trigger3 = helper(2230),movehit = 1 && enemynear,stateno != [120,159]
trigger4 = projhittime(1150)
trigger5 = projhittime(1250)
trigger6 = projhittime(2150)
trigger7 = projhittime(2250)
var(6) = 1
ignorehitpause = 1

[state a]
type = varadd
trigger1 = var(6) = [1,5]
var(6) = 1

[state a]
type = varset
trigger1 = var(6) >= 6
var(6) = 0
ignorehitpause = 1

[state a]
type = varset
trigger1 = enemy,movetype != A
v = 8
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;特殊メッセージ
;//////////////////////////////////////////////////////////////////////////

[state a];K'
type = varset
triggerall = var(9) = 0 || var(9) = 10
trigger1 = P2Name = "K'" || P4Name = "K'"
trigger2 = P2Name = "K'XI" || P4Name = "K'XI"
v = 9
value = 1

[state a];クローン
type = varset
triggerall = var(9) = 0 || var(9) = 10
trigger1 = p2name = "Lyzer" || p4name = "Lyzer"
trigger2 = p2name = "Flamme" || p4name = "Flamme"
trigger3 = p2name = "Aner" || p4name = "Aner"
trigger4 = p2name = "Alty" || p4name = "Alty"
trigger5 = p2name = "Izuko Chrysoberyl" || p4name = "Izuko Chrysoberyl"
trigger6 = p2name = "Flamme" || p4name = "Flamme"
trigger7 = p2name = "Fliz" || p4name = "Fliz"
trigger8 = p2name = "Silvy" || p4name = "Silvy"
trigger9 = p2name = "Kula" || p4name = "Kula"
trigger10= p2name = "Kula Diamond" || p4name = "Kula Diamond"
trigger11= p2name = "KulaXI" || p4name = "KulaXI"
trigger12= p2name = "Neige_Pebble" || p4name = "Neige_Pebble"
trigger13= p2name = "MONO FREAKS" || p4name = "MONO FREAKS"
v = 9
value = 2

[state a];味方がK'orマキシマ
type = varset
triggerall = var(9) = 0 || var(9) = 10
triggerall = numpartner
trigger1 = Partner,Name = "K'"
trigger2 = Partner,Name = "K'XI"
trigger3 = Partner,Name = "Maxima"
trigger4 = Partner,Name = "MaximaXI"
v = 9
value = 3

[state a];俺製作KOFXIII仕様キャラ
type = varset
triggerall = var(9) != 10 && roundstate = 2
triggerall = EnemyNear(Var(53)),authorname = "P-tan"
trigger1 = EnemyNear(Var(53)),name = "Shiranui Mai"
trigger2 = EnemyNear(Var(53)),name = "Leona XIII"
trigger3 = EnemyNear(Var(53)),name = "Kula Diamond"
trigger4 = EnemyNear(Var(53)),name = "Izuko Chrysoberyl"
trigger5 = EnemyNear(Var(53)),name = "Rock Howard"
trigger6 = EnemyNear(Var(53)),name = "Hotaru Futaba XIII"
trigger7 = EnemyNear(Var(53)),name = "Ryunmei Ranka"
v = 9
value = 10

;------------------------------------
;立ちエフェクト
[State -2, stand]
type = Explod
trigger1 = NumExplod(90) = 0
trigger1 = anim = [0,2]
trigger1 = time >= 20
anim = 91
id = 90
postype = p1
pos = 0,0
facing = 1
;removetime = -1
bindtime = 1
sprpriority = 2
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, stand]
type = null ;RemoveExplod
trigger1 = anim != [0,2]
;trigger2 = anim = 0 && time%108 = 20
id = 90

;----------------------------------------------
;ガードエフェクト
[State -2, gard];立ちガード
type = Explod
trigger1 = NumExplod(120) = 0
trigger1 = anim = 120
anim = 160
id = 120
postype = p1
pos = 0,0
facing = 1
removetime = -1
bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 120
id = 120

[State -2, gard];立ちガード中
type = Explod
triggerall = NumExplod(130) = 0
trigger1 = anim = 130
trigger2 = anim = 150
anim = 161
id = 130
postype = p1
pos = 0,0
facing = 1
removetime = -1
bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 130 && anim != 150
id = 130

[State -2, gard];立ちガード終わり
type = Explod
trigger1 = NumExplod(140) = 0
trigger1 = anim = 140
anim = 162
id = 140
postype = p1
pos = 0,0
facing = 1
;removetime = -1
;bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard];しゃがみガード
type = Explod
trigger1 = NumExplod(121) = 0
trigger1 = anim = 121
anim = 166
id = 121
postype = p1
pos = 0,0
facing = 1
removetime = -1
bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 121
id = 121

[State -2, gard];しゃがみガード中
type = Explod
triggerall = NumExplod(131) = 0
trigger1 = anim = 131
trigger2 = anim = 151
anim = 166
id = 131
postype = p1
pos = 0,0
facing = 1
removetime = -1
bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 131 && anim != 151
id = 131

[State -2, gard];しゃがみガード終わり
type = Explod
trigger1 = NumExplod(141) = 0
trigger1 = anim = 141
anim = 167
id = 141
postype = p1
pos = 0,0
facing = 1
;removetime = -1
;bindtime = -1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard];空中ガード
type = Explod
trigger1 = NumExplod(122) = 0
trigger1 = anim = 122
anim = 165
id = 122
postype = p1
pos = 0,-30
facing = 1
removetime = -1
bindtime = -1
sprpriority = 2
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 122
id = 122

[State -2, gard];空中ガード中
type = Explod
triggerall = NumExplod(132) = 0
trigger1 = anim = 132
trigger2 = anim = 152
anim = 166
id = 132
postype = p1
pos = 0,-30
facing = 1
removetime = -1
bindtime = -1
sprpriority = 2
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State -2, gard]
type = RemoveExplod
trigger1 = anim != 132 && anim != 152
id = 132

[State -2, gard];空中ガード終わり
type = Explod
trigger1 = NumExplod(142) = 0
trigger1 = anim = 142
anim = 167
id = 142
postype = p1
pos = 0,-30
facing = 1
;removetime = -1
;bindtime = -1
sprpriority = 2
scale = const(size.xscale),const(size.yscale)
ownpal = 1

;---------------------------------
;右代宮縁寿「メタ返し＆メタ再反論」対応ステート

[State -2];メタ返し〜カットイン（右向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2910 && enemynear,time = 2
trigger1 = facing = 1
anim = 19864
ID = 19864
postype = left
pos = 0,240
facing = 1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ返し〜カットイン（左向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2910 && enemynear,time = 2
trigger1 = facing = -1
anim = 19864
ID = 19864
postype = right
pos = 0,240
facing = -1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ返し〜ボイス
type = PlaySnd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2910 && enemynear,time = 2
value = s196,0

[State -2];メタ返し〜パワーゲージ消費
type = Poweradd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2910 && enemynear,time = 2
value = -1000

[State -2];メタ再反論〜カットイン（右向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2930 && enemynear,time = 2
trigger1 = facing = 1
anim = 19865
ID = 19865
postype = left
pos = 0,240
facing = 1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ再反論〜カットイン（左向き）
type = Explod
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
triggerall = enemynear,stateno = 2930 && enemynear,time = 2
trigger1 = facing = -1
anim = 19865
ID = 19865
postype = right
pos = 0,240
facing = -1
scale = 0.5,0.5
ownpal = 1
sprpriority = -30
pausemovetime = 999999999
supermovetime = 999999999

[State -2];メタ再反論〜ボイス
type = PlaySnd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2930 && enemynear,time = 2
value = s2500,3

[State -2];メタ再反論〜パワーゲージ消費
type = Poweradd
triggerall = numenemy
triggerall = enemynear,name = "USHIROMIYA ANGE" && enemynear,Authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 2930 && enemynear,time = 2
value = -2000

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -3]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106
value = 41, 0

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = animtime = 0
triggerall = anim = 40
trigger1 = stateno = 40 || stateno = [41,69]
trigger1 = var(15) <= 0
value = 40, 0
channel = 3

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = animtime = 0
triggerall = anim = 40
trigger1 = stateno = 40 || stateno = [41,69]
trigger1 = var(15) > 1
value = 40, 1
channel = 3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup" && var(59) <= 0
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup" && var(59) <= 0
trigger2 = movetype = H
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 2.5

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


;------------------------------------
;敵空中喰らい行動不能再現用奪取ステート

[State 2, targetstate]
type = targetstate
triggerall = numtarget(200)
triggerall = target(200),alive
triggerall = var(21) >= 1
trigger1 = target(200),stateno = 5020
trigger1 = target(200),statetype = A
trigger1 = target(200),movetype = H
value = 15020

;EXブレス硬直
[State 2, targetstate]
type = targetstate
trigger1 = numtarget
trigger1 = target,movetype = H && target,stateno != [120,159]
trigger1 = target,statetype = S || target,statetype = C
trigger1 = projhittime(2150) = 1
value = 2110

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

;崩れKO移行
[State -2, 3] 
type = ChangeState
trigger1 = !alive
trigger1 = var(24) = 1
trigger1 = (prevstateno = [120,159])
trigger1 = Stateno = [5000,5999]
trigger1 = Stateno != 5950
trigger1 = anim != 5950
trigger1 = Pos Y = 0
value = 5950

[State 2, destroyself];分身バグ対策
type = destroyself
trigger1 = ishelper
trigger1 = movetype = H

;------------------------------------
;先行入力関係

;先行入力受付時間カウント
[State 1000, 0]
type = varadd
trigger1 = fvar(5) > 0
fvar(5) = -1

[State 1000, 0]
type = varset
triggerall = fvar(6) != 0
trigger1 = fvar(5) = 0
fvar(6) = 0

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 3000
triggerall = var(20) > 0 || var(19) >= 1000
trigger1 = command = "NEO MAX"
fvar(6) = 3500

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 2000
trigger1 = command = "エクスキュージョン"
fvar(6) = 3100

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 2000
trigger1 = command = "エッジEX"
fvar(6) = 3010

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "エッジ"
fvar(6) = 3000


[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "レイスピンEX"
fvar(6) = 2300

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "レイスピン"
trigger1 = command = "a"
trigger1 = fvar(7) := 1
trigger2 = command = "b"
trigger2 = fvar(7) := 2
fvar(6) = 1300

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "シェルEX"
fvar(6) = 2200

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
trigger1 = command = "シェル"
fvar(6) = 1200

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "クロウバイツEX"
fvar(6) = 2000

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "クロウバイツ"
trigger1 = command = "x"
trigger1 = fvar(7) := 1
trigger2 = command = "y"
trigger2 = fvar(7) := 2
fvar(6) = 1000

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = power >= 1000
trigger1 = command = "ブレスEX"
fvar(6) = 2100

[State 1000, 0]
type = varset
triggerall = fvar(6) = 0 && fvar(5) = 0
triggerall = command = "ブレス"
trigger1 = command = "x"
trigger1 = fvar(7) := 1
trigger2 = command = "y"
trigger2 = fvar(7) := 2
fvar(6) = 1100

[State 1000, 0]
type = varset
trigger1 = time = 1
trigger1 = fvar(6) = stateno
fvar(5) = 0

[State 1000, 0]
type = varset
trigger1 = time = 1
trigger1 = fvar(6) = stateno
fvar(6) = 0

;------------------------------------
;空中ガードの可否
[State 1000, 0]
type = varset
triggerall = var(23)  = 0
trigger1 = 0 ; ←の数字を1にすれば、このキャラは空中ガードできなくなります。
var(23) = 1

[State 1000, 0]
type = AssertSpecial
triggerall = var(23) >= 1
triggerall = roundstate = 2
trigger1 =  1
flag = noairguard

;------------------------------------
;トレーニング時のドライブコンボ練習用
[state a]
type = varset
triggerall = var(20) <= 0
triggerall = var(19) < 1000
triggerall = var(3) <= 0
trigger1 = 0 ;←の数字を 1 にすると、常にドライブゲージがMAXになります。
trigger2 = p2name = "Training"
var(19) = 1000

;勝利画面演出の有無
[State 1000, 0]
type = varset
triggerall = var(25)  = 0
trigger1 = 1; ←の数字を0にすれば、勝利画面演出がなくなります。
var(25) = 1

;ガードクラッシュの有無、しやすさ
[State 1000, 0]
type = varset
triggerall = fvar(2)  = 0
trigger1 = 1 ; ←の数字を0にすれば、ガークラ無し
fvar(2) = 1.0 ;←ガークラ値上昇比率。デフォなら１３発連続ガードでガークラ

;先行入力受付時間
[State 1000, 0]
type = varset
triggerall = fvar(5)  = 0
trigger1 = fvar(6) > 0
fvar(5) = 5 ;←受付時間(F)

;AC版or家庭用版
[State 1000, 0]
type = varset
triggerall = var(29)  = 0
trigger1 = 1
var(29) = 1 ; ←の数字を0にすればAC版、1にすれば家庭用版の性能になります。
