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

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1073724
power = 6000
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 70
  ;倒れてから起上がるまでのフレーム数
liedown.time = 11
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 0
  IntPersistIndex = 59
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 320;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3.4      ;前進の速度
walk.back = -3.4     ;後退の速度
run.fwd  = 6.2130434, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -6.5,-1.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.8    ;垂直ジャンプの速度
jump.back = -4.05,2    ;後ジャンプの速度
jump.fwd = 4.0,2       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
;movetype= A
sprpriority = 0
ctrl = 0

[State 200, 7]
type = ChangeState
trigger1 = ishelper
trigger1 = !ishelper(9999)
value = 6666

[State ];時止め無視
type = pause
trigger1 = ishelper(9999)
trigger1 = root,alive
time = 0
movetime = 0
UnHittable = 0
ignorehitpause = 1

[State ];時止め無視
type = superpause
trigger1 = ishelper(9999)
trigger1 = root,alive
anim = -1
time = 0
movetime = 0
UnHittable = 0
darken = 0
ignorehitpause = 1

[State 0, 4]
type = ChangeState
trigger1 = ishelper(9999)
value = 1
ctrl = 0










[State ]
type=null
trigger1=var(26)=0
trigger1=var(26):=1
trigger1=var(25):=-3983||1
ignorehitpause=1

[state ];占有用
type=helper
helpertype=player
trigger1=roundstate=2
trigger1=var(25)=-3983
trigger1=var(26):=var(26)+1
name="A"
id=42291
stateno=42291
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1

[State 190,]
type = ChangeState
trigger1 = roundstate=2
trigger1 = var(26)<60
trigger1 = var(25)=-3983
value = 0
ignorehitpause=1

[State ]
type=null
triggerall=roundstate=2
triggerall=var(25)=-3983
trigger1=numpartner=0
trigger1=var(25):=(numhelper+enemy(0),numhelper+enemy(numenemy=2),numhelper*(numenemy=2))
trigger2=numpartner
trigger2=var(25):=(numhelper+partner,numhelper+enemy(0),numhelper+enemy(numenemy=2),numhelper*(numenemy=2))
ignorehitpause=1

[State ]
type=null
trigger1=numpartner=0
trigger1=var(27):=(numhelper+enemy(0),numhelper+enemy(numenemy=2),numhelper*(numenemy=2))
trigger2=numpartner
trigger2=var(27):=(numhelper+partner,numhelper+enemy(0),numhelper+enemy(numenemy=2),numhelper*(numenemy=2))
ignorehitpause=1
















[State 0, 4]
type = statetypeset
trigger1 = !ishelper
movetype=A

[state ]
type = ctrlset
trigger1 = !ishelper
trigger1 = ctrl
trigger1 = roundstate<3
value = 0

[state ]
type = ctrlset
trigger1 = !ishelper
trigger1 = roundstate>2
value = 1

[state ]
type = statetypeset
trigger1 = !ishelper
trigger1 = roundstate>2
movetype = I

[State 2, 2]
type = varset
trigger1 = !ishelper
sysvar(2)=-1

[State 2, 2]
type = varset
trigger1 = !ishelper
sysvar(3)=-1

[State 2, 2]
type = varset
trigger1 = !ishelper
trigger1 = var(42)>0
sysvar(2)=var(42)

[State 2, 2]
type = varset
trigger1 = !ishelper
trigger1 = var(41)>0
sysvar(3)=var(41)

[State 2, 2]
type = posset
trigger1 = !ishelper
trigger1 = numhelper(9999)
x = (helper(9999),pos X)
y = (helper(9999),pos Y)

[State 2, 2]
type = changeanim
trigger1 = !ishelper
trigger1 = numhelper(9999)
value = helper(9999),anim
elem = helper(9999),animelemno(-1)

[State 2, 2]
type = changeanim
value = (helper(9999),StateNo=1||helper(9999),StateNo=20)*5+(helper(9999),StateNo=11)*6
triggerall = !ishelper
triggerall = numhelper(9999)
triggerall = alive
TriggerAll=helper(9999),StateNo=1||helper(9999),StateNo=11||helper(9999),StateNo=20
TriggerAll=helper(9999),ctrl
Trigger1 = facing = 1
Trigger1 = enemy(var(21)),screenpos x < screenpos x
Trigger2 = facing = -1
Trigger2 = enemy(var(21)),screenpos x > screenpos x
ignorehitpause = 1

[State 2, 2]
type = turn
triggerall = !ishelper
triggerall = numhelper(9999)
triggerall = alive
Triggerall=anim=[5,6]
Trigger1=animelemtime(1)=0
ignorehitpause = 1

[State 2, 2]
type = turn
triggerall = !ishelper
triggerall = numhelper(9999)
triggerall = alive
TriggerAll=helper(9999),StateNo=1805;801
TriggerAll=animelemtime(1)=0
Trigger1 = facing = 1
Trigger1 = enemy(var(21)),screenpos x < screenpos x
Trigger2 = facing = -1
Trigger2 = enemy(var(21)),screenpos x > screenpos x
ignorehitpause = 1

[State 0, 5]
type = offset
triggerall = !ishelper
trigger1 = Anim = 0
y = -cos(pi*animelemtime(6)/26.00)*2-2

[State 0, 5]
type = attackdist
trigger1 = !ishelper
value = 0

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=1
trigger1 = palno=[10,12]
value = -ceil(exp((life/1000.000)*0.00500000)*1000);めんどくせー

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=2
trigger1 = palno=10||palno=12
value = -ceil(exp((life/1000.000)*0.00400000)*1000);めんどくせー

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=1
trigger1 = palno=[7,9]
value = -ceil(lifemax/5.000000)

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=2
trigger1 = palno=[7,9]
value = -ceil(life/2.000000)

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=1
trigger1 = palno=[1,6]
value = -lifemax

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=2
trigger1 = palno=[4,6]
value = -ceil(lifemax/5.000000)

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=2
trigger1 = palno=[1,3]
value = -lifemax

[State 0, 5]
type = lifeadd
triggerall = !ishelper
trigger1 = helper(9999),sysvar(4)=0
trigger1 = sysvar(4)=1
trigger1 = life>1
trigger1 = palno=[7,12]
trigger1 = roundstate<3
value = -1
kill=0

[State -3, 5]
type = AfterImage
trigger1 = sysvar(4)=0
time = -1
trans = add1
timegap = 1
framegap = 1
length = 7
palbright = 12,12,12
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .7,.7,.7

[State 1220, Afterimage]
type = AfterImageTime
trigger1 = anim=183
time = 1
persistent = 0

[State 1220, Afterimage]
type = AfterImageTime
trigger1 = anim=190
time = 1

[State 1220, Afterimage]
type = AfterImageTime
trigger1 = anim=170
trigger1 = helper(9999),animelemtime(11)>=0
time = 1

[State 77, trans]
type=trans
trigger1 = anim=183
trans=addalpha
alpha= 256 - 2*(animelemtime(1)%128), 2*(animelemtime(1)%128)
ignorehitpause=1

[State 77, trans]
type=trans
trigger1 = anim=170
trigger1 = animelemtime(11)>=0
trans=addalpha
alpha= 256 - 8*helper(9999),animelemtime(11), 8*helper(9999),animelemtime(11)
ignorehitpause=1

[State 77, trans]
type=trans
trigger1 = anim=190
trigger1 = helper(9999),animelemtime(2)>=0
trigger1 = helper(9999),animelemtime(14)<=4
trans=addalpha
alpha= 4*helper(9999),animelemtime(2), 256 - 4*helper(9999),animelemtime(2)
ignorehitpause=1

[State explod]
type = Explod
trigger1 = anim=190
trigger1 = helper(9999),animelemtime(1)=[1,40]
trigger1 = helper(9999),animelemtime(1)%2=0
anim = 190
id = 190
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
removetime=104
supermovetime = 0
pausemovetime = 0
under = 1
trans = addalpha
alpha = 32,256
ignorehitpause=1

[State 1, 2]
type = assertspecial
trigger1 = anim=183
trigger1 = animelemtime(1)>=128
flag = invisible

[State 0, 4]
type = Explod
triggerall = gametime%10 = 0
trigger1 = anim!=183
trigger1 = anim!=170
trigger2 = anim=183
trigger2 = animelemtime(1)<128
trigger3 = anim=170
trigger3 = animelemtime(11)<0
anim = 1
ID = 1
pos = 0, -40
postype = p1
bindtime = 1
vel = 0, -2
accel = 0, -.25
random = 40, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 0

[State 0, 4]
type = Explod
triggerall = gametime%10 = 5
trigger1 = anim!=183
trigger1 = anim!=170
trigger2 = anim=183
trigger2 = animelemtime(1)<128
trigger3 = anim=170
trigger3 = animelemtime(11)<0
anim = 1
ID = 1
pos = 0, -60
postype = p1
bindtime = 1
vel = 0, -2
accel = 0, -.25
random = 40, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 0

[State 0, 4]
type = Explod
triggerall = random%20=0
trigger1 = anim!=183
trigger1 = anim!=170
trigger2 = anim=183
trigger2 = animelemtime(1)<128
trigger3 = anim=170
trigger3 = animelemtime(11)<0
anim = 1
ID = 1
pos = 0, -60
postype = p1
bindtime = 1
vel = 0, -2
accel = 0, -.25
random = 40, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 0

[State 240, 4]
type = PalFX
trigger1 = anim=3300
trigger1 = animelemtime(7)<0
time = 250
sinadd = -256,-256,-256,600
color = 256

[State -2, Debug Display]
type = DisplayToClipboard
trigger1 = 1
text = "life:%-7d ctrl:%1d Ealive:%1d EHPTime:%-4d ESNo:%-10d"
params = life,sysvar(4),enemy(var(21)),alive,enemy(var(21)),HitPauseTime,enemy(var(21)),stateno
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State -2, Debug Display]
type = AppendToClipboard
trigger1 = 1
text = "\nhelpermax:%-5d numhelper:%-2d Eanim:%-5d Estate:%-10d"
params = var(25),var(27),sysvar(3),sysvar(2)
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State 0, 4] ;Are you dead?
type = ChangeState
triggerall = !ishelper
trigger1 = !alive
value = 5159
ctrl = 0
ignorehitpause = 1

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !ishelper
value = 5150
ctrl = 0
ignorehitpause = 1

[Statedef 1]
type = S
physics = S
sprpriority = 0

[state ]
type = ctrlset
trigger1 = root,sysvar(4)=1
value = 1

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

[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 = !root,alive
value = 5159

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

[State 200, 7]
type = ChangeState
trigger1 = ishelper
trigger1 = !ishelper(9999)
value = 6666

[State 0, 4]
type = ChangeState
trigger1 = ishelper(9999)
trigger1 = ctrl = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

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

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

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

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

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

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

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; commonより バックステップ
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

; 空中
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; 着地
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

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

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

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

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

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 160

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

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

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 160

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

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

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 160

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

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

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

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

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

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

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

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

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 160

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 160]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

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

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

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

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

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

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

[state 200]
type = null
trigger1 = var(58):=0||1
persistent = 0

[State 170, 1]
type = NotHitBy
trigger1 = var(58):=var(58)+1||1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = var(58) = [0,160]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = var(2):=random%2||1
value = 181+var(2)

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

[state 200]
type = null
trigger1 = var(58):=0||1
persistent = 0

[State 191, 3]
type = PlaySnd
trigger1 = var(58) = 50
value = 182-random%2,0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = var(58) = 0
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 77, trans]
type=null
trigger1= var(58):=var(58)+1

[State 181, 4]
type = AssertSpecial
trigger1 = var(58) = [0,171]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作
[Statedef 182]
type = S
ctrl = 0
anim = 183
velset = 0,0

[state 200]
type = playsnd
trigger1 = var(58):=0||1
value = 2000,0
channel = 0
persistent = 0
volume = 255

[state 200]
type = playsnd
trigger1 = var(58)=80
value = 2000,1
channel = 0
volume = 255

[state 200]
type = playsnd
trigger1 = var(58)=160
value = 2000,2
channel = 0
volume = 255

[State 77, trans]
type=null
trigger1= var(58):=var(58)+1

[State 181, 4]
type = AssertSpecial
trigger1 = var(58) = [1,241]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 183]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 9
value = 184,0
volume = 255

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover



;---------------------------------------------------------------------------
; 勝った動作[血]
[Statedef 184]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover


;---------------------------------------------------------------------------
; 勝った動作[我、ガイアと共にあり]
[Statedef 185]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3];効果音
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value = 187,0
volume = 255

[State 191, 3];ガイアと共にあり
type = PlaySnd
trigger1 = animelem = 23
value = 187,1
volume = 255

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0





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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

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

[State ];時止め無視
type = pause
trigger1 = 0;!ishelper && NumHelper(9999) = 0
trigger1 = alive
time = 2147483647
movetime = 2147483647
UnHittable = 0
ignorehitpause = 1

[State ];時止め無視
type = superpause
trigger1 = 0;!ishelper && NumHelper(9999) = 0
trigger1 = alive
anim = -1
time = 2147483647
movetime = 2147483647
UnHittable = 0
darken = 0
ignorehitpause = 1

[state a]
type = changestate
trigger1 = !IsHelper
value = 0

[State ];時止め無視
type = pause
trigger1 = ishelper(9999)
trigger1 = root,alive
trigger1 = animelemtime(1) = 0
time = 0
movetime = 0
UnHittable = 0
ignorehitpause = 1

[State ];時止め無視
type = superpause
trigger1 = ishelper(9999)
trigger1 = root,alive
trigger1 = animelemtime(1) = 0
anim = -1
time = 0
movetime = 0
UnHittable = 0
darken = 0
ignorehitpause = 1

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
value = 192



[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(14) = 30
value = 191,1
volume = 255

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelemtime(1) = 30
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 15
value = 1150,0
volume = 255

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 15
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 0

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 16
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 0

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

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


;---------------------------------------------------------------------------
; オロチ登場
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0


[State 191, 3];さなぎをやぶり
type = PlaySnd
trigger1 = animelem = 10
value = 193,0
volume = 255

[State 191, 3];蝶は舞う
type = PlaySnd
trigger1 = animelem = 27
value = 193,1
volume = 255

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 29
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



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

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



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

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 195,0
volume = 255

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

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


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = HitDef
triggerall=IsHelper
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 38, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s202,0;s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 200, 1]
type = HitDef
triggerall=IsHelper
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 29, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -20, -69               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s202,0;s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0


[State 210, 2]
type = HitDef
triggerall=IsHelper
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -10,-77
hitsound   = s222,0;s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200


[State 210, 2]
type = HitDef
triggerall=IsHelper
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s222,0;s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
under = 0

[State 210, 2]
type = HitDef
triggerall=IsHelper
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 135
getpower = 61,61
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -30,-75
hitsound   = s222,0;s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200



[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-57
hitsound   = s224,0;s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-20
hitsound   = s224,0;s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = HitDef
triggerall=IsHelper
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-54
hitsound   = s224,0;s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200


[State 100, 4]
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  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
triggerall=IsHelper
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 100, 4]
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  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 240, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -25,-55
hitsound   = s225,0;s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
triggerall=IsHelper
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-96
hitsound   = s225,0;s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-5.0
nochainID = 1200


[State 100, 4]
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  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State -2];アーマー
type = HitOverride
trigger1 = ishelper
trigger1 = !ishelper(9999)
attr = SCA,AA,AT,AP
slot = 1
stateno = 6666
time = -1

[State 100];ヘルパーを作成
type = Helper
triggerall = IsHelper(9999)
trigger1 = time=0
name = "maboroshi"
id = 6000
pos = 0,0
postype = p1
stateno = 290
Helpertype = player
keyctrl = 0
ownpal = 0
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State 240, 1]
type = PlaySnd
triggerall = IsHelper(9999)
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
triggerall = IsHelper(9999)
trigger1 = animelem = 1
value = 290, 0
volume = 255

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = IsHelper(9999)
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall=IsHelper(6000)
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


[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 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State -2];アーマー
type = HitOverride
trigger1 = ishelper
trigger1 = !ishelper(9999)
attr = SCA,AA,AT,AP
slot = 1
stateno = 6666
time = -1

[State 100];ヘルパーを作成
type = Helper
triggerall = IsHelper(9999)
trigger1 = time=0
name = "maboroshi"
id = 6000
pos = 0,0
postype = p1
stateno = 291
Helpertype = player
keyctrl = 0
ownpal = 0
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State 240, 1]
type = PlaySnd
triggerall = IsHelper(9999)
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
triggerall = IsHelper(9999)
trigger1 = animelem = 1
value = 290, 0
volume = 255

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

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 240, 2]
type = HitDef
triggerall=IsHelper(6000)
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

[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  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s202,0;s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[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 = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 410, 2]
type = HitDef
triggerall=IsHelper
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -10,-73
hitsound   = s222,0;s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
triggerall=IsHelper
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s222,0;s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

[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  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s224,0;s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[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  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 440, 3]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s225,0;s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2



[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(1)
volume = 255

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s202,0;s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 610, 3]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s222,0;s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;垂直空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s224,0;s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 640, 3]
type = HitDef
triggerall=IsHelper
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s225,0;s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State -2];アーマー
type = HitOverride
trigger1 = ishelper
trigger1 = !ishelper(9999)
attr = SCA,AA,AT,AP
slot = 1
stateno = 6666
time = -1

[State 2, 2];ストーカー
type = BindToroot
trigger1=IsHelper(6000)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State 100];ヘルパーを作成
type = Helper
triggerall = IsHelper(9999)
trigger1 = time=0
name = "maboroshi"
id = 6000
pos = 0,0
postype = p1
stateno = 690
Helpertype = player
keyctrl = 0
ownpal = 0
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State 200, 5]
type = PlaySnd
triggerall = IsHelper(9999)
trigger1 = AnimElem = 1
value = 210,var(6)
volume = 255

[State 640, 2]
type = PlaySnd
triggerall = IsHelper(9999)
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = IsHelper(9999)
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall=IsHelper(6000)
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200








;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

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

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

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 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 = 4
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1






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

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

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

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

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

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 8,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

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

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




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

;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

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

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

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0


[State 50, 4];←成功したときの残像
type = null;AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




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








;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = , NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


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



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[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

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;レッグスルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = , NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 855       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

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

;---------------------[サウンド]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];叩きつけ
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[相手の制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::相手

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 85
velset = 0,0
;anim = 1000
ctrl = 0

[state a]
type = changeanim
trigger1 = anim!=1000
trigger1 = var(22):=0||1
value = 1000

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = animelem = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 1000
time = -(animtime)

[state a]
type = playsnd
trigger1 = gethitvar(damage)
trigger1 = var(22):=var(22)+1
value = 5120,0

[State 1000, 5]
type = Explod
trigger1 = gethitvar(damage)
anim = 1014
id = 1014
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale=.5,.5

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = gethitvar(damage)
trigger1 = var(22)=2
attr = SCA,AA,AT,AP
slot = 1
stateno = -1
time = 0

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
sysvar(4)=0

;---------------------[効果音]
[state a]
type = playsnd
trigger1 = animelem = 6
value = 1400,3
volume = 255

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = nothitby
trigger1 = animelemtime(10) < 0
value = SCA
time = 1

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1010
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

;---------------------[立ちステートに戻る]

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
;anim = 1010
hitdefpersist = 1
movehitpersist = 1

[state a]
type = changeanim
trigger1 = anim != [1010,1011]
value = 1010

[state a]
type = changeanim
trigger1 = movecontact
value = 1011

;---------------------[エフェクト]

[State 0, 4]
type = Explod
trigger1 = var(58)%10=0
anim = 1012
ID = 1010
pos = 0, 0
postype = p1
bindtime = 1
vel = 0, 0
accel = 0, 0
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)%3=0
anim = 1012
ID = 1010
pos = 0, 0
postype = p1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 10,10
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 1013
id = 1010
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0
pausemovetime=2147483647
supermovetime=2147483647

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 1010
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0
pausemovetime=2147483647
supermovetime=2147483647

;---------------------[速度指定]
[state a]
type = velset
trigger1 = (enemy(var(21)),screenpos y) - (screenpos y) < 70
y = -3

[state a]
type = velset
trigger1 = (enemy(var(21)),screenpos y) - (screenpos y) > 70
y = 3

[state a]
type = velset
trigger1 = (enemy(var(21)),screenpos y) - (screenpos y) = 70
y = 0

[state a]
type = velset
trigger1 = facing*(enemy(var(21)),screenpos x) - facing*(screenpos x) > 0
x = 3

[state a]
type = velset
trigger1 = facing*(enemy(var(21)),screenpos x) - facing*(screenpos x) < 0
x = -3

[state a]
type = velset
trigger1 = facing*(enemy(var(21)),screenpos x) - facing*(screenpos x) = 0
x = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = var(58)!=100
trigger1 =  movecontact=10||var(58)=0
attr = A, SP
animtype  = hard
damage    = 55,5
getpower = 0,0
guardflag = MA
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.velocity = -8,-6.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = var(58):=var(58)+1
trigger1 = var(58)-1 = 100

[state a]
type = changestate
trigger1 = var(58)-1 < 100
value = 5150

[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 95
velset = 0,0
;anim = 1001
ctrl = 0

[state a]
type = changeanim
trigger1 = anim!=1001
trigger1 = var(22):=0||1
value = 1001

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = animelem = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 1001
time = -(animtime)

[state a]
type = playsnd
trigger1 = gethitvar(damage)
trigger1 = var(22):=var(22)+1
value = 5120,0

[State 1000, 5]
type = Explod
trigger1 = gethitvar(damage)
anim = 1014
id = 1014
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale=.5,.5

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = gethitvar(damage)
trigger1 = var(22)=2
attr = SCA,AA,AT,AP
slot = 1
stateno = -1
time = 0

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
sysvar(4)=0

;---------------------[効果音]
[state a]
type = playsnd
trigger1 = animelem = 6
value = 1400,3
volume = 255

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = nothitby
trigger1 = animelemtime(10) < 0
value = SCA
time = 1

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1001
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1011
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

;---------------------[立ちステートに戻る]

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
;anim = 1010
hitdefpersist = 1
movehitpersist = 1

[state a]
type = changeanim
trigger1 = anim != [1010,1011]
value = 1010

[state a]
type = changeanim
trigger1 = movecontact
value = 1011

;---------------------[エフェクト]

[State 0, 4]
type = Explod
trigger1 = var(58)%10=0
anim = 1012
ID = 1010
pos = 0, 0
postype = p1
bindtime = 1
vel = 0, 0
accel = 0, 0
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)%3=0
anim = 1012
ID = 1010
pos = 0, 0
postype = p1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 10,10
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 1013
id = 1010
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0
pausemovetime=2147483647
supermovetime=2147483647

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 1010
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0
pausemovetime=2147483647
supermovetime=2147483647

;---------------------[速度指定]
[state a]
type = velset
trigger1 = (enemy(var(21)),screenpos y) - (screenpos y) < 70
y = -5

[state a]
type = velset
trigger1 = (enemy(var(21)),screenpos y) - (screenpos y) > 70
y = 5

[state a]
type = velset
trigger1 = (enemy(var(21)),screenpos y) - (screenpos y) = 70
y = 0

[state a]
type = velset
trigger1 = facing*(enemy(var(21)),screenpos x) - facing*(screenpos x) > 0
x = 5

[state a]
type = velset
trigger1 = facing*(enemy(var(21)),screenpos x) - facing*(screenpos x) < 0
x = -5

[state a]
type = velset
trigger1 = facing*(enemy(var(21)),screenpos x) - facing*(screenpos x) = 0
x = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = var(58)!=100
trigger1 = movecontact=10||var(58)=0
attr = A, SP
animtype  = hard
damage    = 55,5
getpower = 0,0
guardflag = MA
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.velocity = -8,-6.5
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = var(58):=var(58)+1
trigger1 = var(58)-1 = 100

[state a]
type = changestate
trigger1 = var(58)-1 < 100
value = 5150



[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
ctrl = 0

[state a]
type = changeanim
trigger1 = anim!=1100
trigger1 = var(22):=0||1
value = 1100

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = animelem = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 1100
time = -(animtime)

[state a]
type = playsnd
trigger1 = gethitvar(damage)
trigger1 = var(22):=var(22)+1
value = 5120,0

[State 1000, 5]
type = Explod
trigger1 = gethitvar(damage)
anim = 1014
id = 1014
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale=.5,.5

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = gethitvar(damage)
trigger1 = var(22)=2
attr = SCA,AA,AT,AP
slot = 1
stateno = -1
time = 0

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
sysvar(4)=0

;---------------------[効果音]
[state a]
type = playsnd
trigger1 = animelem = 1
value = 1400,0
volume = 255

;---------------------[位置設定]
[state a]
type = nothitby
trigger1 = animelemtime(7) < 0
value = SCA
time = 1

;---------------------[エフェクト]

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 1100
persistent = 0
name = "hibashira"
pos = (facing*(enemy(var(21)),screenpos x) - facing*(screenpos x)),0
postype = P1
stateno = 1110
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;size.xscale = .5
;size.yscale = .5

;---------------------[立ちステートに戻る]

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1110]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 169

[state a];発射
type = playsnd
trigger1 = var(58)=0
value = 1100,2
volume = 255

[state a];発射
type = playsnd
trigger1 = var(58)=0
value = 11,1
volume = 255

[state a];発射
type = playsnd
trigger1 = var(58)=0
value = 1100,3

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = var(58)=0
anim = 1110
id = 1110
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = .5,.5

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = var(58)=0
anim = 1112
id = 1110
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = .8,1.1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
anim = 1802
ID = 1802
pos = 0, -40
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
anim = 1802
ID = 1802
pos = 0, -40
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
anim = 1802
ID = 1802
pos = 0, -60
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
anim = 1802
ID = 1802
pos = 0, -60
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 1

;---------------------[攻撃の指定]

[State 1000, 5]
type = Projectile
trigger1 = var(58)=0
projID = 1110
projanim = 1111
projhits = 999
projremovetime = 41
projsprpriority = 5
postype = p1
attr = A, SP
animtype = Up
damage    = 100,2
priority  = 7
hitflag = MAP
guardflag = MA
pausetime = 0,6
sparkxy = 10,-70
sparkno = -1
guard.sparkno = -1
hitsound   = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-17
air.velocity = -1,-17
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 9,5
givepower = 3,3
fall = 1
ignorehitpause = 1

[State 1000, 5]
type = Projectile
trigger1 = var(58)=0
projID = 1110
projanim = 1111
projhits = 1
projremovetime = 41
projsprpriority = 5
postype = p1
attr = A, SP
animtype = Up
damage    = 100,33
priority  = 7
hitflag = MAFD+
guardflag = MA
pausetime = 0,6
sparkxy = 10,-70
sparkno = -1
guard.sparkno = -1
hitsound   = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-17
air.velocity = -1,-17
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 9,5
givepower = 3,3
fall = 1
ignorehitpause = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = var(58):=var(58)+1
trigger1 = var(58)-1 = 41

[state a]
type = changestate
trigger1 = var(58)-1 < 41
value = 5150


[Statedef 1101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 120
velset = 0,0
ctrl = 0

[state a]
type = changeanim
trigger1 = anim!=1101
trigger1 = var(22):=0||1
value = 1101

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = animelem = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 1101
time = -(animtime)

[state a]
type = playsnd
trigger1 = gethitvar(damage)
trigger1 = var(22):=var(22)+1
value = 5120,0

[State 1000, 5]
type = Explod
trigger1 = gethitvar(damage)
anim = 1014
id = 1014
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale=.5,.5

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = gethitvar(damage)
trigger1 = var(22)=2
attr = SCA,AA,AT,AP
slot = 1
stateno = -1
time = 0

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
sysvar(4)=0

;---------------------[効果音]
[state a]
type = playsnd
trigger1 = animelem = 1
value = 2000,3;1400,1
volume = 255

[state a];発射
type = playsnd
trigger1 = 0;animelem = 6
value = 1100,2
volume = 255

[state a];発射
type = playsnd
trigger1 = 0;animelem = 6
value = 11,1
volume = 255

[state a];発射
type = playsnd
trigger1 = 0;animelem = 6
value = 1100,3

;---------------------[位置設定]
[state a]
type = nothitby
trigger1 = animelemtime(7) < 0
value = SCA
time = 1

;---------------------[エフェクト]

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelemtime(6) =0;>= 0
;trigger1 = Animelemtime(8) < 0
;trigger1 = Animelemtime(6)%5=0||Animelemtime(6)=0
id = 1101
name = "hibashira"
pos = 80,0
postype = P1
stateno = 1111
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;size.xscale = .5
;size.yscale = .5

;---------------------[立ちステートに戻る]

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 1111]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 169

[state a];発射
type = playsnd
trigger1 = (var(58)%5=0&&var(58)<=20)||var(58)=0
value = 1100,2
volume = 255

[state a];発射
type = playsnd
trigger1 = (var(58)%5=0&&var(58)<=20)||var(58)=0
value = 11,1
volume = 255

[state a];発射
type = playsnd
trigger1 = (var(58)%5=0&&var(58)<=20)||var(58)=0
value = 1100,3

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (var(58)%5=0&&var(58)<=20)||var(58)=0
anim = 1110
id = 1110
sprpriority = 3
postype = p1
velset = 0,0
pos = ((var(58)>=5)+(var(58)>=10)+(var(58)>=15)+(var(58)>=20))*80,0
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = .5,.5

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (var(58)%5=0&&var(58)<=20)||var(58)=0
anim = 1112
id = 1110
sprpriority = 3
postype = p1
velset = 0,0
pos = ((var(58)>=5)+(var(58)>=10)+(var(58)>=15)+(var(58)>=20))*80,0
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = .8,1.1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
trigger2 = var(58)=[38,41]
trigger3 = var(58)=[43,46]
trigger4 = var(58)=[48,51]
trigger5 = var(58)=[53,56]
anim = 1802
ID = 1802
pos = ((var(58)>=38)+(var(58)>=43)+(var(58)>=48)+(var(58)>=53))*80, -40
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
trigger2 = var(58)=[38,41]
trigger3 = var(58)=[43,46]
trigger4 = var(58)=[48,51]
trigger5 = var(58)=[53,56]
anim = 1802
ID = 1802
pos = ((var(58)>=38)+(var(58)>=43)+(var(58)>=48)+(var(58)>=53))*80, -40
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
trigger2 = var(58)=[38,41]
trigger3 = var(58)=[43,46]
trigger4 = var(58)=[48,51]
trigger5 = var(58)=[53,56]
anim = 1802
ID = 1802
pos = ((var(58)>=38)+(var(58)>=43)+(var(58)>=48)+(var(58)>=53))*80, -60
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=[33,36]
trigger2 = var(58)=[38,41]
trigger3 = var(58)=[43,46]
trigger4 = var(58)=[48,51]
trigger5 = var(58)=[53,56]
anim = 1802
ID = 1802
pos = ((var(58)>=38)+(var(58)>=43)+(var(58)>=48)+(var(58)>=53))*80, -60
postype = p1
bindtime = 1
vel = 0, -random%5-5
accel = 0, 0
random = 70, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 1

;---------------------[攻撃の指定]

[State 1000, 5]
type = Projectile
trigger1 = (var(58)%5=0&&var(58)<=20)||var(58)=0
projID = 1110
projanim = 1111
projhits = 999
projremovetime = 41
projsprpriority = 5
postype = p1
offset = ((var(58)>=5)+(var(58)>=10)+(var(58)>=15)+(var(58)>=20))*80,0
attr = A, SP
animtype = Up
damage    = 100,2
priority  = 7
hitflag = MAP
guardflag = MA
pausetime = 0,6
sparkxy = 10,-70
sparkno = -1
guard.sparkno = -1
hitsound   = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-17
air.velocity = -1,-17
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 9,5
givepower = 3,3
fall = 1
ignorehitpause = 1

[State 1000, 5]
type = Projectile
trigger1 = (var(58)%5=0&&var(58)<=20)||var(58)=0
projID = 1110
projanim = 1111
projhits = 1
projremovetime = 41
projsprpriority = 5
postype = p1
offset = ((var(58)>=5)+(var(58)>=10)+(var(58)>=15)+(var(58)>=20))*80,0
attr = A, SP
animtype = Up
damage    = 100,33
priority  = 7
hitflag = MAFD+
guardflag = MA
pausetime = 0,6
sparkxy = 10,-70
sparkno = -1
guard.sparkno = -1
hitsound   = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-17
air.velocity = -1,-17
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 9,5
givepower = 3,3
fall = 1
ignorehitpause = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = var(58):=var(58)+1
trigger1 = var(58)-1 = 61

[state a]
type = changestate
trigger1 = var(58)-1 < 61
value = 5150


[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
;anim = 1200
ctrl = 0

[state a]
type = changeanim
trigger1 = anim!=1200
trigger1 = var(22):=0||1
value = 1200

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = animelem = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 1200
time = -(animtime)

[state a]
type = playsnd
trigger1 = gethitvar(damage)
trigger1 = var(22):=var(22)+1
value = 5120,0

[State 1000, 5]
type = Explod
trigger1 = gethitvar(damage)
anim = 1014
id = 1014
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale=.5,.5

[State -2];アーマー
type = HitOverride
trigger1 = ishelper(9999)
trigger1 = gethitvar(damage)
trigger1 = var(22)=2
attr = SCA,AA,AT,AP
slot = 1
stateno = -1
time = 0

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
sysvar(4)=0

;---------------------[効果音]
[state a]
type = playsnd
trigger1 = animelem = 1
value = 210,2
volume = 255

[state a];発射
type = playsnd
trigger1 = animelemtime(2) = 10
value = 1100,1

;---------------------[位置設定]
[state a]
type = nothitby
trigger1 = animelemtime(3) < 0
value = SCA
time = 1

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelemtime(2) = 8
anim = 1201
id = 1201
sprpriority = 5
postype = p1
velset = 0,0
pos = 45,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[当身]
[State 1000, 0]
type = ReversalDef
trigger1 = root,palno=[1,6]
attr = SCA,NA,SA
reversal.attr = SCA,NA,SA
damage=100
pausetime = 0,20
sparkno = -1;S505
guard.dist = 0
hitsound = -1,0
sparkxy = 0,0
numhits = 0

[State 1000, 0]
type = ReversalDef
trigger1 = root,palno=[7,9]
reversal.attr = SCA,AA,AP,AT
damage=100
pausetime = 0,20
sparkno = -1;S505
guard.dist = 0
hitsound = -1,0
sparkxy = 0,0
numhits = 0

[State 1000, 0]
type = ReversalDef
trigger1 = root,palno=[10,12]
reversal.attr = SCA,AA,AP,AT
damage=3000000
pausetime = 0,20
sparkno = -1;S505
guard.dist = 0
hitsound = -1,0
sparkxy = 0,0
fall.damage=9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
p2stateno = 5110
p2getp1state = 0
numhits = 0



[State 240, 2]
type = Projectile
trigger1 = root,palno=[1,6]
trigger1 = animelem = 3
projanim = 1202
projremovetime = 8
attr = SCA, AP
animtype  = hard
damage    = 100,10
guardflag = MA
hitflag = MA
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = s225,1
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -20,-2
air.velocity = -20,-2
fall = 1
fall.recover = 0
getpower = 0,0
air.animtype = DiagUp
hitonce = 0

[State 240, 2]
type = Projectile
trigger1 = root,palno=[7,9]
trigger1 = animelem = 3
projanim = 1202
projremovetime = 8
attr = SCA, AP
animtype  = hard
damage    = 100
guardflag = 
hitflag = MA
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = s225,1
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -20,-2
air.velocity = -20,-2
fall = 1
fall.recover = 0
getpower = 0,0
air.animtype = DiagUp
hitonce = 0

[State 240, 2]
type = Projectile
trigger1 = root,palno=[10,12]
trigger1 = animelem = 3
projanim = 1202
projremovetime = 8
attr = SCA, AA,AT,AP
animtype  = hard
damage    = 3000000
guardflag = 
hitflag = MAFD
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = s225,1
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -20,-2
air.velocity = -20,-2
fall = 1
fall.recover = 0
getpower = 0,0
air.animtype = DiagUp
hitonce = 0
p2stateno = 5110
p2getp1state = 0

;---------------------[立ちステートに戻る]

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = U
physics = N
ctrl = 0
anim = 1800
velset = 0,0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 3
value = 211,0

[State 2000, 6];
type = null
triggerall = animelemtime(1)=0
triggerall = var(59)=0
trigger1 = var(5):=0
trigger2 = command = "holdfwd"
trigger2 = var(5):=1
trigger2 = 0
trigger3 = command = "holdback"
trigger3 = var(5):=2
trigger3 = 0
trigger4 = command = "holddown"
trigger4 = var(5):=3
trigger4 = 0

[State 2000, 6];
type = null
triggerall = var(59)
trigger1 = statetype = A
trigger1 = random%10=0
trigger1 = var(5):=3
trigger2 = backedgebodydist < 80
trigger2 = var(5):=random%2||1
trigger3 = frontedgebodydist < 80
trigger3 = var(5):=random%2*2||1
trigger4 = var(5):=random%3

[State 1000, 5]
type = Explod
trigger1 = animelemtime(5)>=0
trigger1 = animelemtime(5)<3
anim = 1801
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(5)>=0
trigger1 = animelemtime(5)<3
anim = 1801
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0

[State 0, 4]
type = Explod
trigger1 = animelemno(0)=5
anim = 1802
ID = 1802
pos = 0, -40
postype = p1
bindtime = 1
vel = 0, -random%4-3
accel = 0, 0
random = 40, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = animelemno(0)=5
anim = 1802
ID = 1802
pos = 0, -40
postype = p1
bindtime = 1
vel = 0, -random%4-3
accel = 0, 0
random = 40, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .5, .5
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = animelemno(0)=5
anim = 1802
ID = 1802
pos = 0, -60
postype = p1
bindtime = 1
vel = 0, -random%4-3
accel = 0, 0
random = 40, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = animelemno(0)=5
anim = 1802
ID = 1802
pos = 0, -60
postype = p1
bindtime = 1
vel = 0, -random%4-3
accel = 0, 0
random = 40, 60
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = .25, .25
sprpriority = 5
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 1805

; ・・・　瞬間移動終わり
[Statedef 1805]
type = U
physics = N
ctrl = 0
anim = 1805
velset = 0,0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 2901,1]
type = posadd
trigger1 = animelemtime(1)=0
trigger1 = var(5)=1
x = 320

[state 2901,1]
type = posadd
trigger1 = animelemtime(1)=0
trigger1 = var(5)=2
x = -320

[state 2901,1]
type = posset
trigger1 = animelemtime(1)=0
trigger1 = var(5)=3
y = 0

[state 2901,1]
type = statetypeset
trigger1 = animelemtime(1)=0
trigger1 = var(5)=3
statetype = S

[state 2901,1]
type = ctrlset
trigger1 = animelem=2
value = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(1)<=2
anim = 1806
id = 2201
sprpriority = 0
postype = p1
pos = -72,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(1)<=2
anim = 1806
id = 2201
sprpriority = 0
postype = p1
pos = 72,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0

[State 2, 2]
type = changeanim
trigger1 = animtime = 0
trigger1 = statetype = A
value = 41
elem=5

[state a]
type = changestate
trigger1 = animtime = 0
trigger2 = anim=41
value = (statetype = A)*51
ctrl = 1


;---------------------------------------------------------------------------
;
[Statedef 3000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 3000
ctrl = 0

[state ];時止め解除
type=helper
helpertype=player
trigger1=root,palno=[7,12]
trigger1=time>30
name="T"
id=3001
stateno=3001
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
supermovetime=2147483647
pausemovetime=2147483647

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 5
value = 2100,1

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 7
value = 3001,0
persistent = 0
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 7
value = 3001,1
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 170;256
value = 3001,2
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 256
value = 3001,3
volume=255

;---------------------[画面効果]
[State 3040, 7]
type = EnvColor
trigger1 = time!=[255,257]
trigger1 = time!=[260,262]
trigger2 = time!=[280,282]
trigger2 = time!=[285,287]
trigger3 = time!=[305,307]
trigger3 = time!=[310,312]
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time=255
trigger2 = time=260
trigger3 = time=280
trigger4 = time=285
trigger5 = time=305
trigger6 = time=310
ignorehitpause = 1
time = 3
value = 255,255,255
under = 0

[State 0]
type = EnvShake
trigger1 = time >= 256
trigger1 = time%4 = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 240, 2]
type = Projectile
triggerall = time=[31,255]
triggerall = !movehit
trigger1=anim=3000
trigger1=gametime%3=0
projanim = 166
projremovetime = 2
attr = SCA, HA
animtype  = hard
damage    = 5,3
guardflag = MA
hitflag = MAFD
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1;S0,25
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
offset=0,-9999
[State 240, 2]
type = Projectile
triggerall = time=[31,255]
triggerall = !movehit
trigger1=anim=3000
trigger1=gametime%3=1
projanim = 166
projremovetime = 2
attr = SCA, HP
animtype  = hard
damage    = 5,3
guardflag = MA
hitflag = MAFD
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1;S0,25
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
offset=0,-9999
[State 240, 2]
type = Projectile
triggerall = time=[31,255]
triggerall = !movehit
trigger1=anim=3000
trigger1=gametime%3=2
projanim = 166
projremovetime = 2
attr = SCA, HT
animtype  = hard
damage    = 5,3
guardflag = MA
hitflag = MAFD
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1;S0,25
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
offset=0,-9999
[State 240, 2]
type = Projectile
triggerall = root,palno!=[7,12]
triggerall = !movehit
trigger1 = time=256
trigger2 = time=281
trigger3 = time=306
projanim = 166
projremovetime = 2
attr = SCA, AA,AT,AP
animtype  = hard
damage    = 80,8
guardflag = MA
hitflag = MAFD
pausetime = 0,30
guard.pausetime = 0,30
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1;S0,25
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
fall.damage=80
p2stateno = 5110
p2getp1state = 0
[State 240, 2]
type = Projectile
triggerall = root,palno=[7,12]
triggerall = !movehit
trigger1 = time=256
trigger2 = time=281
trigger3 = time=306
projanim = 166
projremovetime = 2
attr = SCA, AA,AT,AP
animtype  = hard
damage    = 3000000,3000000
guardflag = MA
hitflag = MAFD
pausetime = 0,30
guard.pausetime = 0,30
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1;S0,25
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
fall.damage=99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
p2stateno = 5110
p2getp1state = 0


;---------------------[画面効果]

[state a]
type=reversaldef
trigger1 = root,palno=[10,12]
reversal.attr=sca,aa,at,ap
priority=7, hit
sparkno = -1
pausetime=0,10
p2stateno=5151

[state a]
type=reversaldef 
trigger1 = root,palno=[7,9]
reversal.attr=sca,aa,at,ap
priority=7, hit
sparkno = -1
pausetime=0,10
p2stateno=5153

[state -2]
type = TargetLifeAdd
trigger1 = numtarget
value=-3000000
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state a]
type = varset
trigger1 = numtarget=1;フリーズ防止
var(41) = target,anim
ignorehitpause=1

[state a]
type = parentvarset
trigger1 = numtarget=1;フリーズ防止
var(41) = target,anim
ignorehitpause=1

[state a]
type = varset
trigger1 = numtarget=1;フリーズ防止
trigger1 = target,stateno!=[5151,5154]
var(42) = target,stateno
ignorehitpause=1

[state a]
type = parentvarset
trigger1 = numtarget=1;フリーズ防止
trigger1 = target,stateno!=[5151,5154]
var(42) = target,stateno
ignorehitpause=1

[state a]
type = parentvarset
trigger1 = root,var(41)!=var(41)
var(41) = -1
ignorehitpause=1

[state a]
type = parentvarset
trigger1 = root,var(42)!=var(42)
var(42) = -1
ignorehitpause=1

[state a]
type = targetdrop
trigger1 = numtarget
trigger1 = target,ishelper
ignorehitpause=1

[state a]
type = targetstate
trigger1 = !win
trigger1 = numtarget
ignorehitpause=1
value = 5154

;---------------------[画面効果]

[State 1000, 5]
type = Explod
trigger1 = time=30
anim = 3001
ID=3001
sprpriority = -5
postype = left
pos = 160,120
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=225
under = 0
ownpal = 1
scale=.75,.75
trans = addalpha
alpha = 160,256
[State 1000, 5]
type = Explod
trigger1 = time=30
anim = 3001
ID=3001
sprpriority = 5
postype = left
pos = 160,120
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=225
under = 0
ownpal = 1
scale=.75,.75
trans = addalpha
alpha = 96,256
[State 1000, 5]
type = Explod
trigger1 = time=180
anim = 3002
ID = 3002
sprpriority = 5
ontop = 1
postype = left
pos = 0,240
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=75
under = 0
ownpal = 1
scale=1,1

[State a]
type = ModifyExplod
trigger1 = numexplod(3002)
ID = 3002
scale = 1,(time-180)*.1

[state a]
type = changestate
trigger1 = time=350
value = 3005


[Statedef 3001]
type    = U
movetype= I
physics = N
velset = 0,0

[State 125]
Type = changeanim
trigger1=1
value=169

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State -2]
type = Pause
trigger1 = 1
time = 0
movetime = 0
pos = 999, 999
anim = -1
sound = -1
poweradd = 0
p2defmul = 1
unhittable = 1
darken = 0
ignorehitpause = 1

[State -2]
type = superPause
trigger1 = 1
time = 0
movetime = 0
pos = 999, 999
anim = -1
sound = -1
poweradd = 0
p2defmul = 1
unhittable = 1
darken = 0
ignorehitpause = 1

[state a]
type = selfstate
Trigger1 = 1
value=7777
ignorehitpause=1

[Statedef 3005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3005
ctrl = 0

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg

[State 3040, 7]
type = EnvColor
trigger1 = time=0
ignorehitpause = 1
time = -(animtime)
value = 0,0,0
under = 2

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = root,palno=[7,12]
value = SCA

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;
[Statedef 3100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0;-2000
anim = 3100
ctrl = 0

[state a]
type = changestate
trigger1 = root,palno>=10
value = 3101

[state a]
type = poweradd
trigger1 = root,palno<10
value =  -2000
persistent = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume=255

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 5
value = 2100,1
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
value = 1150,0
volume=255
freqmul = 1.2
[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
value = 1150,0
volume=255
freqmul = .8
[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
value = 11,1

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 210
value = 2300,0
volume=255

;---------------------[画面効果]

[State 2000, 6]
type = EnvShake
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
time = 6
freq = 180
ampl = -10

[State 1000, 5]
type = ModifyExplod
trigger1 = numexplod(3101)
ontop = 1

[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5

[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3102
anim = 3102
sprpriority = 999
ontop=1
postype = left
pos = 0,240
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=336
under = 0
ownpal = 1
scale=.5,.5

[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3103
anim = 3103
sprpriority = 999
ontop=1
postype = left
pos = 0,-1
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=336
under = 0
ownpal = 1
scale=.5,.5

[State 3040, 7]
type = EnvColor
trigger1 = time>=366
trigger1 = time<430
ignorehitpause = 1
time = 1
value = 255-(time-366)*4,0,0
under = 0

[State 3040, 7]
type = EnvColor
trigger1 = time>=430
ignorehitpause = 1
time = 1
value = 0,0,0
under = 0


[State 240, 2]
type = Projectile
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
projanim = 166
projremovetime = 1
attr = SCA, AA,AT,AP
animtype  = hard
damage    = 120,20
guardflag = MA
hitflag = MAFD
pausetime = 0,70
guard.pausetime = 0,70
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1,0
guardsound = -1,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
air.animtype = Up
hitonce = 0
fall.damage=0
;p2stateno = 5110
;p2getp1state = 0

[State 240, 2]
type = Projectile
trigger1 = time >= 210
projanim = 166
projremovetime = 1
attr = SCA, AA,AT,AP
animtype  = hard
damage    = gametime%2
guardflag = MA
hitflag = MAFD
pausetime = 0,2
guard.pausetime = 0,2
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1,0;s225,1
guardsound = -1,0;s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
air.animtype = Up
hitonce = 0


[state a]
type = changestate
trigger1 = time=490
value = 3105

;---------------------------------------------------------------------------
;
[Statedef 3101];高位カラー用
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3100
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[state ];ターゲットを作るhitdefヘルパー
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-2)
trigger1=!numhelper(3101)
name="X"
id=3101
stateno=3111
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
supermovetime=2147483647
pausemovetime=2147483647

[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3101)
trigger1=numhelper(3103)<8
name="Z"
id=3103
stateno=3110
supermovetime=2147483647
pausemovetime=2147483647

[state ];時止め解除
type=helper
helpertype=player
trigger1=root,var(27)<=root,var(25)
trigger1=numhelper(3101)
name="T"
id=3104
stateno=3153
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
supermovetime=2147483647
pausemovetime=2147483647

[state a]
type = changestate
trigger1 = 1
value = 3102


[statedef 3111]
hitdefpersist=1;念のため

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
trigger1 = !ishelper||ishelper(9999)
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 125]
Type = selfstate
trigger1 = name != "Mirage"
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[state a]
type=assertspecial
trigger1=var(58):=var(58)+1||1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[state ];念のため
type=nothitby
trigger1=1
value=sac
time=-1

[state ]
type=bindtoroot
trigger1=1

[state ]
type=changeanim
trigger1=!numtarget;<8
value=166
ignorehitpause=1

[state ]
type=statetypeset
trigger1=!numtarget;<8
movetype=a
ignorehitpause=1

[state ]
type=hitdef
trigger1=!numtarget;<8
attr=,hp ;　,○Tみたいに投げ属性だと勝手にhitonce=1になるのでhitonce=0を忘れないこと
numhits=0
damage=0
getpower=0
givepower=0
hitflag=mafdlp
sparkno=-1
guard.sparkno=-1
pausetime=0,0
guard.pausetime=0,0
p2stateno=3110
affectteam=f
ignorehitpause=1
hitonce=0

[state ]
type=statetypeset
trigger1=numtarget;=8
movetype=i
ignorehitpause=1

[state ];なくてもいいかも
type=changeanim
trigger1=numtarget;=8
value=169

[state ];ターゲット維持
type=reversaldef
trigger1=numtarget;=8
reversal.attr=sca,aa,at,ap
ignorehitpause=1

[State 191, 3]
type=targetstate
triggerall=numtarget
trigger1 = (var(58)-1)<150
value = 3152

[State 191, 3]
type=targetstate
triggerall=numtarget
trigger1 = (var(58)-1)>=150
trigger1 = (var(58)-1)<210
value = 3150

[State 191, 3]
type=targetstate
triggerall=numtarget
trigger1 = (var(58)-1)>=210
trigger1 = (var(58)-1)<=490
value = 3151

[State 125]
Type = selfstate
trigger1 = (var(58)-1)=490
value = 7777

[statedef 3110]
anim=165

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
trigger1 = !ishelper||ishelper(9999)
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 125]
Type = selfstate
trigger1 = name != "Mirage"
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State 2, 2]
type = BindToroot
trigger1 = 1
time = -1
facing = 1
pos = 0,0
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=hitby
trigger1=var(58)=0
value=sca,hp

[state ]
type=nothitby
trigger1=var(58)
value=sca
time=-1

[state ]
type=destroyself
trigger1=var(58)!=0
trigger1=var(58):=1||1


[Statedef 3150]
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = -1

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
trigger1 = !ishelper||ishelper(9999)
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
Value = 7777
ctrl=1
IgnoreHitPause = 1

[state ];念のため
type=nothitby
trigger1=1
value=sac
time=-1

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
Value = 7777
ctrl=1
IgnoreHitPause = 1

[State varset]
type = null
triggerall=name != "Mirage";念のため
trigger1=enemy(0),name = "Mirage"
trigger1=var(17):=0||1
trigger2=enemy(1),name = "Mirage"
trigger2=var(17):=1||1

[State proj] 
type = Projectile
triggerall = ishelper
trigger1 = roundstate=2
trigger1 = name != "Mirage"
trigger1 = enemy(var(17)),name = "Mirage"
trigger1 = enemy(var(17)),sysvar(3)!=-1
trigger1 = root,alive
projID = gametime
projanim = (enemy(var(17)),sysvar(3))
projhits = 9
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall=name != "Mirage";念のため
triggerall=enemy(var(17)),sysvar(3)=-1
triggerall=var(1)!=37564;適当な数字
trigger1=var(0) :=0||var(2) :=0||var(3) :=0||var(4) :=0||var(5) :=0||var(6) :=0||var(7) :=0||var(8) :=0||1
trigger1=var(9) :=0||var(10):=0||var(11):=0||var(12):=0||var(13):=0||var(14):=0||var(15):=0||var(16):=0||1
trigger1=var(1) :=37564

[State varset]
type = null
triggerall=name != "Mirage";念のため
triggerall=enemy(var(17)),sysvar(3)=-1
triggerall=var(0)<200||var(0)=[5000,5999];0〜195や5000〜5900は攻撃判定ないことが多いのでカット
trigger1 = gametime%3=0
trigger1 = var(0):=random+200;バクチ
trigger2 = gametime%3!=0
trigger2 = var(0):=random+(1000*(random%15+6));バクチ

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
projID = gametime
projanim = var(0);(enemy(0),var(41))
projhits = 9
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
projID = gametime
projanim = var(0);(enemy(0),var(41))
projhits = 9
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
projID = gametime
projanim = var(0);(enemy(0),var(41))
projhits = 9
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(2)!=0
trigger1 = root,alive
projID = gametime
projanim = var(2)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(3)!=0
trigger1 = root,alive
projID = gametime
projanim = var(3)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(4)!=0
trigger1 = root,alive
projID = gametime
projanim = var(4)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(5)!=0
trigger1 = root,alive
projID = gametime
projanim = var(5)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(6)!=0
trigger1 = root,alive
projID = gametime
projanim = var(6)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(7)!=0
trigger1 = root,alive
projID = gametime
projanim = var(7)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(8)!=0
trigger1 = root,alive
projID = gametime
projanim = var(8)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(9)!=0
trigger1 = root,alive
projID = gametime
projanim = var(9)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(10)!=0
trigger1 = root,alive
projID = gametime
projanim = var(10)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(11)!=0
trigger1 = root,alive
projID = gametime
projanim = var(11)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(12)!=0
trigger1 = root,alive
projID = gametime
projanim = var(12)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(13)!=0
trigger1 = root,alive
projID = gametime
projanim = var(13)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(14)!=0
trigger1 = root,alive
projID = gametime
projanim = var(14)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(15)!=0
trigger1 = root,alive
projID = gametime
projanim = var(15)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(16)!=0
trigger1 = root,alive
projID = gametime
projanim = var(16)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0


[State 125]
Type = changestate
trigger1 = name != "Mirage"
Value = 3152
ctrl=1
IgnoreHitPause = 1

[Statedef 3151]
type    = U
movetype= I
physics = N
velset = 0,0

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
trigger1 = !ishelper||ishelper(9999)
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[state ];念のため
type=nothitby
trigger1=1
value=sac
time=-1

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
Value = 7777
ctrl=1
IgnoreHitPause = 1

[State proj]
type = Projectile
triggerall = ishelper
trigger1 = roundstate=2
trigger1 = name != "Mirage"
trigger1 = enemy(var(17)),name = "Mirage"
trigger1 = enemy(var(17)),sysvar(3)!=-1
trigger1 = root,alive
projID = gametime
projanim = (enemy(var(17)),sysvar(3))
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(2)!=0
trigger1 = root,alive
projID = gametime
projanim = var(2)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(3)!=0
trigger1 = root,alive
projID = gametime
projanim = var(3)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(4)!=0
trigger1 = root,alive
projID = gametime
projanim = var(4)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(5)!=0
trigger1 = root,alive
projID = gametime
projanim = var(5)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(6)!=0
trigger1 = root,alive
projID = gametime
projanim = var(6)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(7)!=0
trigger1 = root,alive
projID = gametime
projanim = var(7)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(8)!=0
trigger1 = root,alive
projID = gametime
projanim = var(8)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(9)!=0
trigger1 = root,alive
projID = gametime
projanim = var(9)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(10)!=0
trigger1 = root,alive
projID = gametime
projanim = var(10)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(11)!=0
trigger1 = root,alive
projID = gametime
projanim = var(11)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(12)!=0
trigger1 = root,alive
projID = gametime
projanim = var(12)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(13)!=0
trigger1 = root,alive
projID = gametime
projanim = var(13)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(14)!=0
trigger1 = root,alive
projID = gametime
projanim = var(14)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(15)!=0
trigger1 = root,alive
projID = gametime
projanim = var(15)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(16)!=0
trigger1 = root,alive
projID = gametime
projanim = var(16)
projhits = 999
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 5110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State 125]
Type = changestate
trigger1 = name != "Mirage"
Value = 3152
ctrl=1
IgnoreHitPause = 1

[Statedef 3152]
type    = U
movetype= I
physics = N
velset = 0,0

[State 125]
Type = changeanim2
trigger1=1
value=169

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[state a]
type = destroyself
Trigger1 = time = 1
ignorehitpause=1


[Statedef 3153]
type    = U
movetype= I
physics = N
velset = 0,0

[State 125]
Type = changeanim
trigger1=1
value=169

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State -2]
type = Pause
trigger1 = time = [31,500]
time = 0
movetime = 0
pos = 999, 999
anim = -1
sound = -1
poweradd = 0
p2defmul = 1
unhittable = 1
darken = 0
ignorehitpause = 1

[State -2]
type = superPause
trigger1 = time = [31,500]
time = 0
movetime = 0
pos = 999, 999
anim = -1
sound = -1
poweradd = 0
p2defmul = 1
unhittable = 1
darken = 0
ignorehitpause = 1

[state a]
type = destroyself
Trigger1 = time = 500
ignorehitpause=1

;---------------------------------------------------------------------------
;
[Statedef 3102];高位カラー用
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 3100
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume=255

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 5
value = 2100,1
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
value = 1150,0
volume=255
freqmul = 1.2
[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
value = 1150,0
volume=255
freqmul = .8
[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
value = 11,1

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 210
value = 2300,0
volume=255

;---------------------[画面効果]

[State 2000, 6]
type = EnvShake
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
time = 6
freq = 180
ampl = -10

[State 1000, 5]
type = ModifyExplod
trigger1 = numexplod(3101)
ontop = 1

[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5
[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3101
anim = 3101
sprpriority = 999
ontop=1
postype = left
pos = 0,0
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=-2
under = 0
ownpal = 1
scale=.5,.5

[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3102
anim = 3102
sprpriority = 999
ontop=1
postype = left
pos = 0,240
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=336
under = 0
ownpal = 1
scale=.5,.5

[State 1000, 5]
type = Explod
trigger1 = time=30
ID = 3103
anim = 3103
sprpriority = 999
ontop=1
postype = left
pos = 0,-1
bindtime = -1
pausemovetime=0
supermovetime=0
removetime=336
under = 0
ownpal = 1
scale=.5,.5

[State 3040, 7]
type = EnvColor
trigger1 = time>=366
trigger1 = time<430
ignorehitpause = 1
time = 1
value = 255-(time-366)*4,0,0
under = 0

[State 3040, 7]
type = EnvColor
trigger1 = time>=430
ignorehitpause = 1
time = 1
value = 0,0,0
under = 0

[State 240, 2]
type = Projectile
trigger1 = time = 30
projanim = 166
projremovetime = 1
attr = SCA, AA,AT,AP
animtype  = hard
damage=3000000,3000000
guardflag = 
hitflag = MAFD
pausetime = 0,30
guard.pausetime = 0,30
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1,0
guardsound = -1,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 5,-5
air.velocity = 5,-5
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
fall.damage=-99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
p2stateno = 5110
p2getp1state = 0

[State 240, 2]
type = Projectile
trigger1 = time = 90
projanim = 166
projremovetime = 1
attr = SCA, AA,AT,AP
animtype  = hard
damage=3000000,3000000
guardflag = 
hitflag = MAFD
pausetime = 0,30
guard.pausetime = 0,30
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = -1,0
guardsound = -1,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 5,-5
air.velocity = 5,-5
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
fall.damage=99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
p2stateno = 5110
p2getp1state = 0

[state a]
type = changestate
trigger1 = time=490
value = 3105

[State 240, 2]
type = Projectile
trigger1 = time>=30
projanim = 3104
projremovetime = 2
attr = SCA, AA,AT,AP
guardflag = 
hitflag = P
getpower = 0,0
givepower = 0,0
projpriority = 9999

[Statedef 3105]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3005
ctrl = 0

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 3040, 7]
type = EnvColor
trigger1 = time=0
ignorehitpause = 1
time = -(animtime)
value = 0,0,0
under = 2

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = root,palno=[7,12]
value = SCA

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 3200]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 3200
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = time <= 28
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;---------------------[効果音]

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 195,0
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 7
value = 801,0
volume=255

;---------------------[へるぱぁ]
[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3200
persistent = 0
name = "tamatama"
pos = 0,0
postype = P1
stateno = 3210
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;size.xscale = .5
;size.yscale = .5

;---------------------[画面効果]

[state a]
type = changestate
trigger1 = animtime=0
value = 0
ctrl=1

;---------------------------------------------------------------------------
;
[Statedef 3210]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 0
ctrl = 0

[state a]
type = changeanim
trigger1 = 1
value = 3211

[State 2, 2];ストーカー
type = BindToroot
trigger1 = 1
time = -1
facing = 1
pos = 0,0
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State 0, 4]
type = Explod
trigger1 = 1
anim = 3201+var(58)%8
ID = 3201
pos = floor(sin(pi*(var(58)/30.00))*60.0),-floor(cos(pi*(var(58)/40.00))*50.0)-80
postype = p1
bindtime = 1
vel = 0, 0
accel = 0, 0
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = 5*(var(58)%60=[0,14])+5*(var(58)%60=[45,59])-5*(var(58)%60=[15,44])
ownpal = 1

[State 0, 4]
type = Explod
trigger1 = 1
anim = 3201+var(58)%8
ID = 3202
pos = -floor(sin(pi*(var(58)/30.00))*60.0),floor(cos(pi*(var(58)/40.00))*50.0)-80
postype = p1
bindtime = 1
vel = 0, 0
accel = 0, 0
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = -5*(var(58)%60=[0,14])-5*(var(58)%60=[45,59])+5*(var(58)%60=[15,44])
ownpal = 1


[State 240, 2]
type = Projectile
trigger1 = 1
projanim = 3210
projremovetime = 1
attr = SCA, AA,AT,AP
guardflag = 
hitflag = P
getpower = 0,0
givepower = 0,0
projpriority = 9999
[State 240, 2]
type = Projectile
trigger1 = 1
projanim = 3210
projremovetime = 1
attr = SCA, AA,AT,AP
guardflag = 
hitflag = P
getpower = 0,0
givepower = 0,0
projpriority = 9999
[State 240, 2]
type = Projectile
trigger1 = 1
projanim = 3210
projremovetime = 1
attr = SCA, AA,AT,AP
guardflag = 
hitflag = P
getpower = 0,0
givepower = 0,0
projpriority = 9999

[State 240, 2]
type = Projectile
trigger1 = root,palno!=[7,12]
projanim = 3211
projremovetime = 1
attr = SCA, HP
animtype  = back
damage    = 5
guardflag = 
hitflag = MAFDP
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1;S502
guard.sparkno = -1;S506
hitsound   = -1
guardsound = -1;S0,25
ground.type = none;high
ground.velocity = -5
air.velocity = -4,0
hitonce = 0
[State 240, 2]
type = Projectile
trigger1 = root,palno=[7,12]
projanim = 3211
projremovetime = 1
attr = SCA, HP
animtype  = back
damage    = 10,1
guardflag = 
hitflag = MAFDP
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1;S502
guard.sparkno = -1;S506
hitsound   = -1
guardsound = -1;S0,25
ground.type = none;high
ground.velocity = -5
air.velocity = -4,0
hitonce = 0

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = var(58):=var(58)+1
trigger1 = var(58)-1 = 900
trigger2 = roundstate>2

[state a]
type = changestate
trigger1 = 1
value = 5150


;---------------------------------------------------------------------------
;
[Statedef 3300]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 0
poweradd= 0;-1000
anim = 3300
ctrl = 0

[state a]
type = changestate
trigger1 = root,palno>=10
value = 3301

[state a]
type = poweradd
trigger1 = time=0
value = -3000
persistent = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokoslow

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 2000, 2]
type = SuperPause
trigger1 = !enemy(var(21)),alive
time = 1
movetime = 1
anim = -1
darken = 0
persistent = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;---------------------[効果音]

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 7
value = 3300,0
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 60
value = 3001,0
persistent = 0
volume=128
freqmul = .75

;---------------------[へるぱぁ]
[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3300
persistent = 0
name = "nisshoku"
pos = 0,0
postype = P1
stateno = 3360
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;size.xscale = .5
;size.yscale = .5

;---------------------[画面効果]

[state a]
type = changestate
trigger1 = time>=278
value = 3305
ctrl=1

;---------------------------------------------------------------------------
;
[Statedef 3302]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 3300
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokoslow

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 2000, 2]
type = SuperPause
trigger1 = !enemy(var(21)),alive
trigger1 = enemy(var(21)),name!="Fake"
time = 1
movetime = 1
anim = -1
darken = 0
persistent = 0

[State 2000, 2]
type = SuperPause
trigger1 = !enemy(var(21)),alive
trigger1 = enemy(var(21)),name="Fake"
time = 9999999
movetime = 9999999
anim = -1
darken = 0
persistent = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;---------------------[効果音]

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 7
value = 3300,0
volume=255

[State 2000, 6];効果音
type = PlaySnd
trigger1 = time = 60
value = 3001,0
persistent = 0
volume=128
freqmul = .75

;---------------------[へるぱぁ]
[State 2900, 1];
type = helper
trigger1 = 0;Animelem = 7
id = 3300
persistent = 0
name = "nisshoku"
pos = 0,0
postype = P1
stateno = 3360
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;size.xscale = .5
;size.yscale = .5

;---------------------[画面効果]

[state a]
type = changestate
trigger1 = time>=278
value = 3305
ctrl=1
;---------------------------------------------------------------------------
;
[Statedef 3301];高位カラー用
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3300
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[state ];ターゲットを作るhitdefヘルパー
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-3)
trigger1=!numhelper(3301)
name="X"
id=3301
stateno=3311
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
supermovetime=2147483647
pausemovetime=2147483647

[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-2)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647
[state ];殴られヘルパーZ
type=helper
helpertype=player
trigger1=root,var(27)<(root,var(25)-1)
trigger1=numhelper(3301)
trigger1=numhelper(3303)<8
name="Z"
id=3303
stateno=3310
supermovetime=2147483647
pausemovetime=2147483647

[state ];時止め解除
type=helper
helpertype=player
trigger1=root,var(27)<root,var(25)
trigger1=numhelper(3301)
name="T"
id=3304
stateno=3352
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
supermovetime=2147483647
pausemovetime=2147483647

[State 2900, 1];
type = helper
trigger1=root,var(27)<=root,var(25)
trigger1=!numhelper(3300)
id = 3300
persistent = 0
name = "nisshoku"
pos = 0,0
postype = P1
stateno = 3361
helpertype = player
keyctrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;size.xscale = .5
;size.yscale = .5

[state a]
type = changestate
trigger1 = 1
value = 3302


[statedef 3311]
hitdefpersist=1;念のため

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
trigger1 = !ishelper||ishelper(9999)
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 125]
Type = selfstate
trigger1 = name != "Mirage"
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[state a]
type=assertspecial
trigger1=var(58):=var(58)+1||1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[state ];念のため
type=nothitby
trigger1=1
value=sac
time=-1

[state ]
type=bindtoroot
trigger1=1

[state ]
type=changeanim
trigger1=!numtarget
value=166
ignorehitpause=1

[state ]
type=statetypeset
trigger1=!numtarget
movetype=a
ignorehitpause=1

[state ]
type=hitdef
trigger1=!numtarget
attr=,hp ;　,○Tみたいに投げ属性だと勝手にhitonce=1になるのでhitonce=0を忘れないこと
numhits=0
damage=0
getpower=0
givepower=0
hitflag=mafdlp
sparkno=-1
guard.sparkno=-1
pausetime=0,0
guard.pausetime=0,0
p2stateno=3310
affectteam=f
ignorehitpause=1
hitonce=0

[state ]
type=statetypeset
trigger1=numtarget
movetype=i
ignorehitpause=1

[state ];なくてもいいかも
type=changeanim
trigger1=numtarget
value=169

[state ];ターゲット維持
type=reversaldef
trigger1=numtarget
reversal.attr=sca,aa,at,ap
ignorehitpause=1

[State 191, 3]
type=targetstate
triggerall=numtarget
trigger1 = (var(58)-1)<80
value = 3351

[State 191, 3]
type=targetstate
triggerall=numtarget
trigger1 = (var(58)-1)>=80
trigger1 = (var(58)-1)<248
value = 3350

[State 125]
Type = selfstate
trigger1 = (var(58)-1)=278
value = 7777

[statedef 3310]
anim=165

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
trigger1 = !ishelper||ishelper(9999)
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 125]
Type = selfstate
trigger1 = name != "Mirage"
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State 2, 2]
type = BindToroot
trigger1 = 1
time = -1
facing = 1
pos = 0,0
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=hitby
trigger1=var(58)=0
value=sca,hp

[state ]
type=nothitby
trigger1=var(58)
value=sca
time=-1

[state ]
type=destroyself
trigger1=var(58)!=0
trigger1=var(58):=1||1


[Statedef 3350]
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = -1

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
trigger1 = !ishelper||ishelper(9999)
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
Value = 7777
ctrl=1
IgnoreHitPause = 1

[state ];念のため
type=nothitby
trigger1=1
value=sac
time=-1

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State 125]
Type = selfstate
trigger1 = name = "Mirage"
Value = 7777
ctrl=1
IgnoreHitPause = 1

[State varset]
type = null
triggerall=name != "Mirage";念のため
trigger1=enemy(0),name = "Mirage"
trigger1=var(17):=0||1
trigger2=enemy(1),name = "Mirage"
trigger2=var(17):=1||1

[State proj] 
type = Projectile
triggerall = ishelper
trigger1 = roundstate=2
trigger1 = name != "Mirage"
trigger1 = enemy(var(17)),name = "Mirage"
trigger1 = enemy(var(17)),sysvar(3)!=-1
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = (enemy(var(17)),sysvar(3))
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall=name != "Mirage";念のため
triggerall=enemy(var(17)),sysvar(3)=-1
triggerall=var(1)!=37564;適当な数字
trigger1=var(0) :=0||var(2) :=0||var(3) :=0||var(4) :=0||var(5) :=0||var(6) :=0||var(7) :=0||var(8) :=0||1
trigger1=var(9) :=0||var(10):=0||var(11):=0||var(12):=0||var(13):=0||var(14):=0||var(15):=0||var(16):=0||1
trigger1=var(1) :=37564

[State varset]
type = null
triggerall=name != "Mirage";念のため
triggerall=enemy(var(17)),sysvar(3)=-1
triggerall=var(0)<200||var(0)=[5000,5999];0〜195や5000〜5900は攻撃判定ないことが多いのでカット
trigger1 = gametime%3=0
trigger1 = var(0):=random+200;バクチ
trigger2 = gametime%3!=0
trigger2 = var(0):=random+(1000*(random%15+6));バクチ

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
trigger2 = root,stateno!=[5153,5154]
trigger2 = root,stateno!=110
projID = gametime
projanim = var(0);(enemy(0),var(41))
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
trigger2 = root,stateno!=[5153,5154]
trigger2 = root,stateno!=110
projID = gametime
projanim = var(0);(enemy(0),var(41))
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = 0
trigger2 = selfanimexist(var(0))
trigger2 = root,alive
trigger2 = root,stateno!=[5153,5154]
trigger2 = root,stateno!=110
projID = gametime
projanim = var(0);(enemy(0),var(41))
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State varset]
type = null
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = selfanimexist(var(0))
trigger1 = var(2)=0
trigger1 = var(2):=var(0)||1
trigger2 = var(3)=0
trigger2 = var(3):=var(0)||1
trigger3 = var(4)=0
trigger3 = var(4):=var(0)||1
trigger4 = var(5)=0
trigger4 = var(5):=var(0)||1
trigger5 = var(6)=0
trigger5 = var(6):=var(0)||1
trigger6 = var(7)=0
trigger6 = var(7):=var(0)||1
trigger7 = var(8)=0
trigger7 = var(8):=var(0)||1
trigger8 = var(9)=0
trigger8 = var(9):=var(0)||1
trigger9 = var(10)=0
trigger9 = var(10):=var(0)||1
trigger10= var(11)=0
trigger10= var(11):=var(0)||1
trigger11= var(12)=0
trigger11= var(12):=var(0)||1
trigger12= var(13)=0
trigger12= var(13):=var(0)||1
trigger13= var(14)=0
trigger13= var(14):=var(0)||1
trigger14= var(15)=0
trigger14= var(15):=var(0)||1
trigger15= var(16)=0
trigger15= var(16):=var(0)||1

[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(2)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(2)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(3)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(3)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(4)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(4)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(5)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(5)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(6)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(6)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(7)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(7)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(8)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(8)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(9)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(9)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(10)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(10)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(11)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(11)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(12)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(12)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(13)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(13)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(14)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(14)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(15)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(15)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0
[State proj] 
type = Projectile
triggerall = ishelper
triggerall = roundstate=2
triggerall = name != "Mirage"
triggerall = enemy(var(17)),name = "Mirage"
triggerall = enemy(var(17)),sysvar(3)=-1
triggerall = var(16)!=0
trigger1 = root,alive
trigger1 = root,stateno!=[5153,5154]
trigger1 = root,stateno!=110
projID = gametime
projanim = var(16)
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 110
ignorehitpause = 1
hitonce=0
projscale=0,0

[State 125]
Type = changestate
trigger1 = name != "Mirage"
Value = 3351
ctrl=1
IgnoreHitPause = 1


[Statedef 3351]
type    = L
movetype= A
physics = N
velset = 0,0

[State 125]
Type = changeanim2
trigger1=1
value=169

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State proj] 
type = Projectile
triggerall = ishelper
trigger1 = roundstate=2
trigger1 = name = "Fake"
trigger1 = parent,ishelper
trigger1 = root,alive
trigger1 = gametime%3=0
projID = gametime
projanim = 0
projhits = 1
projremovetime = 100
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
offset=0,1000
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
sparkno = -1
guard.sparkno = -1
p1stateno = 700
ignorehitpause = 1
hitonce=0
projscale=0,0

[state ]
type=parentvarset
triggerall = ishelper
trigger1 = roundstate=2
trigger1 = name = "Fake"
trigger1 = !parent,ishelper
trigger1 = root,alive
var(4)=root,stateno
ignorehitpause = 1

[state a]
type = destroyself
Trigger1 = time = 1
ignorehitpause=1

[Statedef 3352]
type    = U
movetype= I
physics = N
velset = 0,0

[State 125]
Type = changeanim
trigger1=1
value=169

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State -2]
type = Pause
trigger1 = time = [31,309]
trigger1 = enemy(var(21)),alive
time = 0
movetime = 0
pos = 999, 999
anim = -1
sound = -1
poweradd = 0
p2defmul = 1
unhittable = 1
darken = 0
ignorehitpause = 1

[State -2]
type = superPause
trigger1 = time = [31,309]
trigger1 = enemy(var(21)),alive
time = 0
movetime = 0
pos = 999, 999
anim = -1
sound = -1
poweradd = 0
p2defmul = 1
unhittable = 1
darken = 0
ignorehitpause = 1

[state a]
type = destroyself
Trigger1 = time = 309
ignorehitpause=1

[Statedef 3305]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3305
ctrl = 0

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nomusic

[State 3040, 7]
type = EnvColor
trigger1 = time=0
ignorehitpause = 1
time = -(animtime)
value = 0,0,0
under = 2

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = root,palno=[7,12]
value = SCA

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;
[Statedef 3360]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 0
ctrl = 0
sprpriority = -4

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[state a]
type = changeanim
trigger1 = 1
value = 169
ignorehitpause = 1

[State 2, 2]
type = posset
trigger1 = 1
x = 0
ignorehitpause = 1

[State 2, 2]
type = posset
trigger1 = screenpos y!=40
y = -(root,screenpos y)+40
ignorehitpause = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=0
anim = 3310
ID = 3310
pos = 160,40
postype = left
bindtime = -1
vel = 0, 0
accel = 0, 0
removetime = 248
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = -3
ownpal = 1
ignorehitpause = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=31
anim = 3311
ID = 3311
pos = 160,40
postype = left
bindtime = -1
vel = 0, 0
accel = 0, 0
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = -4
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = RemoveExplod
trigger1 = numexplod(3310)
trigger1 = root,anim!=3300
id=3310

[State 1000, 5]
type = RemoveExplod
trigger1 = numexplod(3311)
trigger1 = root,anim!=3300
id=3311

[State 240, 2]
type = Projectile
trigger1 = root,palno>=7
trigger1 = var(58)>30
projanim = 166
projremovetime = 1
attr = SCA, AT
animtype  = back
damage    = 0
guardflag = 
hitflag = MAFDP
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;S502
guard.sparkno = -1;S506
hitsound   = -1
guardsound = -1;S0,25
ground.type = low
ground.velocity = -5,-5
air.velocity = -4,-5
hitonce = 0
palfx.color = 0
palfx.add = 0,0,0
palfx.mul = 0,0,0
palfx.time = 180
fall = 1
fall.recover = 0
fall.damage=9999999
p2stateno=5154
sprpriority = -4

[State 240, 2]
type = Projectile
trigger1 = root,palno<7
trigger1 = var(58)>30
projanim = 166
projremovetime = 1
attr = SCA, AT
animtype  = back
damage    = 3,1
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1;S502
guard.sparkno = -1;S506
hitsound   = -1
guardsound = -1;S0,25
ground.type = low
ground.velocity = -5,-5
air.velocity = -4,-5
hitonce = 0
palfx.color = 0
palfx.add = 0,0,0
palfx.mul = 0,0,0
palfx.time = 218
fall = 1
fall.recover = 0
sprpriority = -4

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = var(58):=var(58)+1
trigger1 = var(58)-1 = 248
trigger2 = root,anim!=3300

[state a]
type = changestate
trigger1 = 1
value = 5150

;---------------------------------------------------------------------------
;
[Statedef 3361]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 0
ctrl = 0
sprpriority = -4

[State 3040, 7]
type = EnvColor
trigger1 = var(58)>30
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[state a]
type = changeanim
trigger1 = 1
value = 169
ignorehitpause = 1

[State 2, 2]
type = posset
trigger1 = 1
x = 0
ignorehitpause = 1

[State 2, 2]
type = posset
trigger1 = screenpos y!=40
y = -(root,screenpos y)+40
ignorehitpause = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=30
anim = 3310
ID = 3310
pos = 160,40
postype = left
bindtime = -1
vel = 0, 0
accel = 0, 0
removetime = 248
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = -3
ownpal = 1
ignorehitpause = 1

[State 0, 4]
type = Explod
trigger1 = var(58)=61
anim = 3311
ID = 3311
pos = 160,40
postype = left
bindtime = -1
vel = 0, 0
accel = 0, 0
removetime = -2
pausemovetime=2147483647
supermovetime=2147483647
scale = 1, 1
sprpriority = -4
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = RemoveExplod
trigger1 = numexplod(3310)
trigger1 = var(58)>30
trigger1 = root,anim!=3300
id=3310

[State 1000, 5]
type = RemoveExplod
trigger1 = numexplod(3311)
trigger1 = var(58)>30
trigger1 = root,anim!=3300
id=3311

[State 240, 2]
type = Projectile
trigger1 = var(58)>60
projanim = 166
projremovetime = 1
attr = SCA, AT
animtype  = back
damage    = 0
guardflag = 
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;S502
guard.sparkno = -1;S506
hitsound   = -1
guardsound = -1;S0,25
ground.type = low
ground.velocity = -5,-5
air.velocity = -4,-5
hitonce = 0
palfx.color = 0
palfx.add = 0,0,0
palfx.mul = 0,0,0
palfx.time = 218
fall = 1
fall.recover = 0
fall.damage=9999999
p2stateno=5154
offset=0,-9999-(pos y)
sprpriority = -4

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = var(58):=var(58)+1
trigger1 = var(58)-1 = 278
trigger2 = var(58)>30
trigger2 = root,anim!=3300

[state a]
type = changestate
trigger1 = 1
value = 5150

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

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = 1
value = (191**(roundsexisted = 0))-1

[Statedef 4000]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 0
velset = 0,0

[State 5900, 1]
type = VarSet
trigger1 = 1
sysvar(4)=0

[State 200, 1]
type = PlaySnd
triggerall = IsHelper(9999)
trigger1 = anim!=4000
IgnoreHitPause = 1
value = 290, 0
volume = 255

[State 2, 2]
type = changeanim
trigger1 = anim!=4000
value = 4000

[state 190]
type = BGPalFX
trigger1 = animelemtime(3)>=0
trigger1 = animelemtime(5)<0
time = 1
add = -185,-185,-185
invertall = 0
color = 128

[state 190]
type = envcolor
trigger1 = animelemtime(3)>=0
trigger1 = animelemtime(5)<0
trigger1 = animelemtime(3)%2=1
time = 1
value = 255,255,255
under = -2

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 4001
sprpriority = 4
postype = p1
pos = 10,-80
bindtime = -1
pausemovetime=0
supermovetime=0
under = 0
ownpal = 1
scale=1,1

[State 240, 2]
type = Projectile
triggerall = root,palno!=[7,12]
trigger1 = animelem=3
projanim = 166
projremovetime = 11
attr = SCA, AA,AT,AP
animtype  = hard
damage    = p2life/2,p2life/10
guardflag = MA
hitflag = MAFD
pausetime = 0,30
guard.pausetime = 0,30
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = s225,1
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 5,-5
air.velocity = 5,-5
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0

[State 240, 2]
type = Projectile
triggerall = root,palno=[7,12]
trigger1 = animelem=3
projanim = 166
projremovetime = 11
attr = SCA, AA,AT,AP
animtype  = hard
damage    = 999999999999999999999999999999999999999999999999999,999999999999999999999999999999999999999999999999999
guardflag = MA
hitflag = MAFD
pausetime = 0,30
guard.pausetime = 0,30
sparkno = -1;S502
guard.sparkno = -1;S506
sparkxy = 5,-50
hitsound   = s225,1
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 5,-5
air.velocity = 5,-5
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
hitonce = 0
fall.damage=99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
p2stateno = 5110
p2getp1state = 0

[state ]
type = nothitby
triggerall = ishelper(9999)
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
time = 10

[State 2, 2]
type = changestate
trigger1 = animelem=5
value = 51
ctrl = 1

[Statedef 9999];アーマーステート被弾
type     = S                    ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = I                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = N                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 0                     ;攻撃を当てた時に溜まるジャグルポイントの設定
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
poweradd = 0                   ;パワーゲージの増加量を設定
sprpriority = 0                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
velset = 0,0

[State 5900, 1]
type = VarSet
trigger1 = 1
sysvar(4)=0

[State 5900, 1]
type = VarSet
trigger1 = 0;anim!=9999
sysvar(4)=1

[state a]
type = playsnd
trigger1 = anim!=9999
IgnoreHitPause = 1
persistent = 0
value = 9999,0

[state a]
type = playsnd
trigger1 = anim!=9999
IgnoreHitPause = 1
persistent = 0
value = 2000,1
volume = 255

[state a]
type = posset
trigger1 = anim!=9999
;x = enemy(0),pos x - enemy(0),facing*30
y = 0

[State 2, 2]
type = changeanim
trigger1 = anim!=9999
value = 9999

[State ]
type = superpause
trigger1 = 0
anim = -1
time = 2
movetime = 2
UnHittable = 0
darken = 1
ignorehitpause = 1

[state ]
type = nothitby
triggerall = ishelper(9999)
trigger1 = animtime=0
value = SCA,AA,AT,AP
ignorehitpause = 1
time = 30

[State 2, 2]
type = changestate
trigger1 = animtime=0
value = 1
ctrl = 1

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

[State -2];アーマー
type = HitOverride
trigger1 = !ishelper(166)
attr = SCA,AA,AT,AP
stateno = -1
time = 0
ignorehitpause=1

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time > 0
value = anim

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

[State 5000, 6]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
value = 5030

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

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

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

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State -2];アーマー
type = HitOverride
trigger1 = !ishelper(166)
attr = SCA,AA,AT,AP
stateno = -1
time = 0
ignorehitpause=1

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
value = 5030

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

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

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

;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State -2];アーマー
type = HitOverride
trigger1 = !ishelper(166)
attr = SCA,AA,AT,AP
stateno = -1
time = 0
ignorehitpause=1

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = !ishelper(166)
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
value = 5030

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

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

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

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state a];なんかよく分からんが超即死投げ後にここで固まる輩が多いので
type = selfstate
trigger1 = name != "Mirage"
value = 5030+(!alive)*120
ignorehitpause=1

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

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

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

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

[State -2];アーマー
type = HitOverride
trigger1 = !ishelper(166)
attr = SCA,AA,AT,AP
stateno = -1
time = 0
ignorehitpause=1

[State 5070, 1]
type = ChangeAnim 
trigger1 = !ishelper(166)
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
value = 5071

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

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

[State -2];アーマー
type = HitOverride
trigger1 = !ishelper(166)
attr = SCA,AA,AT,AP
stateno = -1
time = 0
ignorehitpause=1

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

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

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

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = !ishelper(166)
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = !ishelper(166)
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

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

[State -2];アーマー
type = HitOverride
trigger1 = !ishelper(166)
attr = SCA,AA,AT,AP
stateno = -1
time = 0
ignorehitpause=1

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = !ishelper(166)
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = !ishelper(166)
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = !ishelper(166)
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = !ishelper(166)
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

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

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

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

[State 5110, 6]
type = PlaySnd
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = !ishelper(166)
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

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

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = !ishelper(166)
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = !ishelper(166)
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !ishelper(166)
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

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

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

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

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

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
;type    = L
;movetype= H
;physics = N
sprpriority = -3
hitdefpersist = (ishelper(1000)||ishelper(1001))
movehitpersist = (ishelper(1000)||ishelper(1001))

[state a]
type = selfstate
trigger1 = name != "Mirage"
value = 52+(!alive)*5098
ignorehitpause=1

[State 2, 2]
type = changestate
trigger1 = ishelper(9999)
trigger1 = root,alive
value = 5120
ctrl = 1

[State 2, 2]
type = changestate
trigger1 = ishelper
trigger1 = !ishelper(9999)
trigger1 = !ishelper(1000)
trigger1 = !ishelper(1001)
trigger1 = !ishelper(1100)
trigger1 = !ishelper(1101)
trigger1 = !ishelper(3200)
trigger1 = !ishelper(3300)
value = 6666

[State 0, 5]
type = attackdist
trigger1 = !ishelper
value = 0

[State 0, 4]
type = statetypeset
trigger1 = alive
trigger2 = ishelper(1000)||ishelper(1001)||ishelper(1100)||ishelper(1101)||ishelper(3200)||ishelper(3300)
movetype=A

[State 0, 4]
type = statetypeset
trigger1 = !ishelper(1000)
trigger1 = !ishelper(1001)
trigger1 = !ishelper(1100)
trigger1 = !ishelper(1101)
trigger1 = !ishelper(3200)
trigger1 = !ishelper(3300)
trigger1 = !alive||ishelper(9999)
type    = L
movetype= H
physics = N

[State 1, 2]
type = assertspecial
trigger1 = !ishelper(1000)
trigger1 = !ishelper(1001)
trigger1 = !ishelper(1100)
trigger1 = !ishelper(1101)
trigger1 = !ishelper(3200)
trigger1 = !ishelper(3300)
trigger1 = !alive||ishelper(9999)
flag = invisible

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = !ishelper(1000)
triggerall = !ishelper(1001)
triggerall = !ishelper(1100)
triggerall = !ishelper(1101)
triggerall = !ishelper(3200)
triggerall = !ishelper(3300)
triggerall = !alive||ishelper(9999)
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = !ishelper(1000)
triggerall = !ishelper(1001)
triggerall = !ishelper(1100)
triggerall = !ishelper(1101)
triggerall = !ishelper(3200)
triggerall = !ishelper(3300)
triggerall = !alive||ishelper(9999)
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
triggerall = !ishelper(1000)
triggerall = !ishelper(1001)
triggerall = !ishelper(1100)
triggerall = !ishelper(1101)
triggerall = !ishelper(3200)
triggerall = !ishelper(3300)
triggerall = !alive||ishelper(9999)
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = !ishelper(1000)
triggerall = !ishelper(1001)
triggerall = !ishelper(1100)
triggerall = !ishelper(1101)
triggerall = !ishelper(3200)
triggerall = !ishelper(3300)
triggerall = !alive||ishelper(9999)
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = !ishelper(1000)
trigger1 = !ishelper(1001)
trigger1 = !ishelper(1100)
trigger1 = !ishelper(1101)
trigger1 = !ishelper(3200)
trigger1 = !ishelper(3300)
trigger1 = !alive||ishelper(9999)
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = !ishelper(1000)
trigger1 = !ishelper(1001)
trigger1 = !ishelper(1100)
trigger1 = !ishelper(1101)
trigger1 = !ishelper(3200)
trigger1 = !ishelper(3300)
trigger1 = !alive||ishelper(9999)
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = !alive||ishelper(9999)
value = SCA
time = 1

;=====[statedef.3210]=====

[state a]
type=reversaldef
trigger1 = ishelper(3200)
trigger1 = root,palno!=[7,12]
attr=sca,aa
reversal.attr=sca,aa
priority=7, hit
sparkno = -1
pausetime=0,0

[state -2]
type = TargetLifeAdd
trigger1 = ishelper(3200)
trigger1 = numtarget
trigger1 = root,palno!=[7,12]
trigger1 = gametime%10=0
value=-10
ID = -1
kill = 0
absolute = 1
ignorehitpause=1

[state a]
type=reversaldef 
trigger1 = ishelper(3200)
trigger1 = root,palno=[7,12]
reversal.attr=sca,aa,at,ap
priority=7, hit
sparkno = -1
pausetime=0,0;10
;p2stateno=5153

[state -2]
type = TargetLifeAdd
trigger1 = ishelper(3200)
trigger1 = numtarget
trigger1 = root,palno=[7,12]
value=-10
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state a]
type = targetdrop
trigger1 = ishelper(3200)
trigger1 = numtarget
trigger1 = target,Ishelper
ignorehitpause=1

;=========================


;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5159]
type    = L
movetype= H
physics = N
velset  = 0,0
sprpriority = -3

[State 2, 2]
type = changeanim
trigger1 = anim!=171
value = 171

[State 5159]
type = posSet
trigger1 = 1
y = 0

[State 77, trans]
type=trans
trigger1= 1;animelemno(0)=9
trans=addalpha
alpha= 256 - 8*(animelemtime(2)%60), 8*(animelemtime(2)%60)
ignorehitpause=1

[State 1, 2]
type = assertspecial
trigger1 = animelemtime(2)>=60
flag = invisible

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2, 2]
type = changestate
trigger1 = animelemtime(2)>=60
value = 5150

;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------
[Statedef 6000]
sprpriority = 4

[State -2];アーマー
type = HitOverride
trigger1 = ishelper
trigger1 = !ishelper(9999)
attr = SCA,AA,AT,AP
slot = 1
stateno = 6665
time = -1

[State -1]
type = ChangeState
triggerall = ishelper(6002)||ishelper(6005)
trigger1 = 1
value = 6100

[State -1]
type = ChangeState
triggerall = ishelper(6003)||ishelper(6006)
trigger1 = 1
value = 6040

;---------------------------------------------------------------------------
;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = ishelper(6001)
triggerall = P2dist X >50
trigger1 = 1

;---------------------------------------------------------------------------
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = ishelper(6001)
triggerall = P2dist X <=50
trigger1 = 1

;---------------------------------------------------------------------------
;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = ishelper(6004)
triggerall = P2dist X >50
trigger1 = 1

;---------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = ishelper(6004)
triggerall = P2dist X <=50
trigger1 = 1

[Statedef 6011]
sprpriority = 4

[State -2];アーマー
type = HitOverride
trigger1 = ishelper
trigger1 = !ishelper(9999)
attr = SCA,AA,AT,AP
slot = 1
stateno = 6665
time = -1

[State -1]
type = ChangeState
triggerall = ishelper(6002)||ishelper(6005)
trigger1 = 1
value = 6101

[State -1]
type = ChangeState
triggerall = ishelper(6003)||ishelper(6006)
trigger1 = 1
value = 6041

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = ishelper(6001)
trigger1 = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = ishelper(6004)
trigger1 = 1

[Statedef 6100]
type    = S
physics = N
anim = 100
sprpriority = 4

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

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

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

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = ishelper(6002)
triggerall = P2dist X >50
trigger1 = animtime=0

;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = ishelper(6002)
triggerall = P2dist X <=50
trigger1 = animtime=0

;---------------------------------------------------------------------------
;遠距離立ち強キック1
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = ishelper(6005)
triggerall = P2dist X >50
trigger1 = animtime=0

;---------------------------------------------------------------------------
;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = ishelper(6005)
triggerall = P2dist X <=50
trigger1 = animtime=0

;---------------------------------------------------------------------------
[Statedef 6101]
type    = S
physics = N
anim = 100
sprpriority = 4

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

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

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

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = ishelper(6002)
trigger1 = animtime=0

;---------------------------------------------------------------------------
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = ishelper(6005)
trigger1 = animtime=0

;---------------------------------------------------------------------------
; Jump Start
[Statedef 6040]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 4

[State -3, 2];ジャンプ音
type = PlaySnd
trigger1 = time = 1
value = 40, 2

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = const(velocity.jump.y)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 6050

;---------------------------------------------------------------------------
; Jump Start
[Statedef 6041]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 4

[State -3, 2];ジャンプ音
type = PlaySnd
trigger1 = time = 1
value = 40, 2

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = const(velocity.jump.y)+3

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 6051

;---------------------------------------------------------------------------
; Jump Up
[Statedef 6050]
type    = A
physics = A

[State -3, 5]
type = AfterImage
trigger1 = time = 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 108,108,108
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 42

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(45)
persistent = 0
value = 45

;---------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 0;ishelper(6001)
trigger1 = time >= 25

;---------------------------------------------------------------------------
;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 0;command = "a"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = ishelper(6003)
trigger1 = time >= 25

;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = ishelper(6006)
trigger1 = time >= 25

;---------------------------------------------------------------------------
; Jump Up
[Statedef 6051]
type    = A
physics = A

[State -3, 5]
type = AfterImage
trigger1 = time = 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 108,108,108
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 42

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(45)
persistent = 0
value = 45

;---------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = 0;ishelper(6001)
trigger1 = time >= 25

;---------------------------------------------------------------------------
;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = 0;command = "a"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = ishelper(6003)
trigger1 = time >= 15

;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = ishelper(6006)
trigger1 = time >= 15

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

[Statedef 6055]
type    = A
physics = A
sprpriority = 4

[State -2];アーマー
type = HitOverride
trigger1 = ishelper
trigger1 = !ishelper(9999)
attr = SCA,AA,AT,AP
slot = 1
stateno = 6665
time = -1

[State 51, 1]
type = velset
trigger1 = time = 0
x = 4
y = -1

[State 51, 1]
type = Changeanim
trigger1 = time = 0
value = 42
elem = 4

;---------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = ishelper(6001)
trigger1 = 1

;---------------------------------------------------------------------------
;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = ishelper(6004)
trigger1 = 1

;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = ishelper(6002)
trigger1 = 1

;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = ishelper(6005)
trigger1 = 1

;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = ishelper(6003)
trigger1 = pos y >= -60

;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = ishelper(6006)
trigger1 = pos y >= -60

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

[Statedef 6665]
type    = U
movetype= I
physics = N
velset = 0,0

[State 5150, 3]
type = ChangeAnim
Trigger1=anim=0
value = 169
ignorehitpause=1

[State 2, 2]
type = null
Triggerall=!MoveReversed
Triggerall=var(57)!=1
trigger1 = var(58):=var(58)+1
ignorehitpause=1

[State 5150, 8]
type = NotHitBy
Triggerall=!MoveReversed
trigger1 = 1;var(58):=var(58)+1
value = SCA
time = 1
ignorehitpause=1

[State 5150, 3]
type = ChangeAnim
Trigger1=!MoveReversed
value = anim
elem = animelemno(0)
ignorehitpause=1

[State 77, trans]
type=trans
Trigger1=!MoveReversed
trans=addalpha
alpha= 128 - 8*((var(58)-1)%20), 8*((var(58)-1)%20)+128
ignorehitpause=1

[state a]
type = destroyself
Triggerall=!MoveReversed
trigger1 = (var(58)-1) >= 20
ignorehitpause=1

[Statedef 6666]
type    = U
movetype= I
physics = N
velset = 0,0

[State 5150, 8]
type = NotHitBy
trigger1 = var(58):=var(58)+1
value = SCA
time = 1
ignorehitpause=1

[State 5150, 3]
type = ChangeAnim
trigger1 = var(58)=1
value = anim
elem = animelemno(-1)
ignorehitpause=1

[State 5150, 3]
type = ChangeAnim
Trigger1=1
value = anim
elem = animelemno(0)
ignorehitpause=1

[State 77, trans]
type=trans
Trigger1=1
trans=addalpha
alpha= 128 - 8*((var(58)-1)%20), 8*((var(58)-1)%20)+128
ignorehitpause=1

[state a]
type = destroyself
trigger1 = (var(58)-1) >= 20
ignorehitpause=1


[Statedef 7777]
type    = U
movetype= I
physics = N
velset = 0,0

[State 5150, 3]
type = ChangeAnim
Trigger1=anim=0
value = 169
ignorehitpause=1

[State 5150, 8]
type = NotHitBy
Triggerall=!MoveReversed
trigger1 = var(58):=var(58)+1
value = SCA
time = 1
ignorehitpause=1

[state a]
type = destroyself
Triggerall=!MoveReversed
trigger1 = (var(58)-1) >= 1
ignorehitpause=1

[Statedef 42291]
type    = U
movetype= I
physics = N
velset = 0,0

[State 125]
Type = selfstate
trigger1 = !ishelper
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 5150, 3]
type = ChangeAnim
Trigger1=1
value = 169
ignorehitpause=1

[state a]
type=assertspecial
trigger1=1
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause=1

[state a]
type = destroyself
trigger1 = 1
ignorehitpause=1

[Statedef 166]
type     = U
movetype = I
physics  = U
anim = 165
SprPriority = 0

[State 125]
Type = selfstate
trigger1 = !ishelper
trigger1 = name = "Mirage"
Value = 0 + (statetype=C)*11 + (statetype=A)*51
ctrl=1
IgnoreHitPause = 1

[State 170, 1]
type = HitBy
trigger1 = root,anim!=3000
value = C,ST
time = 2

[State 170, 1]
type = HitBy
trigger1 = root,anim=3000
value = SCA,AA,AT,AP
time = 2
;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

[State 2, 2]
type = selfstate
triggerall = ishelper(42291)
trigger1 = 1
value = 42291
ignorehitpause = 1

[State ];時止め無視
type = pause
trigger1 = !ishelper 
trigger1 = NumHelper(9999) = 0
trigger1 = alive
time = 2147483647
movetime = 2147483647
UnHittable = 0
ignorehitpause = 1

[State ];時止め無視
type = superpause
trigger1 = !ishelper 
trigger1 = NumHelper(9999) = 0
trigger1 = alive
anim = -1
time = 2147483647
movetime = 2147483647
UnHittable = 0
darken = 0
ignorehitpause = 1

[State 100];ヘルパーを作成
type = Helper
trigger1 = NumHelper(9999) = 0
trigger1 = !IsHelper
trigger1 = stateno!=0
name = "oredayoore"
id = 9999
pos = 0,0
postype = p1
stateno = (191**(roundsexisted = 0))-1
Helpertype = player
keyctrl = 1
ownpal = 0
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State 100];ヘルパーを作成
type = Helper
trigger1 = NumHelper(9999) = 0
trigger1 = !IsHelper
trigger1 = stateno=0
name = "oredayoore"
id = 9999
pos = 0,0
postype = p1
stateno = 0
Helpertype = player
keyctrl = 1
ownpal = 0
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647


[State a]
type = RemoveExplod
trigger1 = Ishelper(9999)
trigger1 = stateno!=3000
ID=3001
[State a]
type = RemoveExplod
trigger1 = Ishelper(9999)
trigger1 = stateno!=3000
ID=3002
[State a]
type = RemoveExplod
trigger1 = Ishelper(9999)
trigger1 = stateno!=[3100,3102]
ID=3101
[State a]
type = RemoveExplod
trigger1 = Ishelper(9999)
trigger1 = stateno!=[3100,3102]
ID=3102
[State a]
type = RemoveExplod
trigger1 = Ishelper(9999)
trigger1 = stateno!=[3100,3102]
ID=3103

[State -3,]
Type=Helper
triggerall = !isHelper
triggerall = palno >= 10
Trigger1=!NumHelper(166)
HelperType=player
Name = "ite!"
StateNo = 166
ID = 166
postype = p1
Pos = 0,0
KeyCtrl = 0
ownpal = 1
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State 0, 4]
type = changeanim2
Trigger1=IsHelper(166)
value = 165
ignorehitpause=1

[State 0, 4]
type = changeanim2
Trigger1=IsHelper(3001)
Trigger2=IsHelper(3104)
value = 169
ignorehitpause=1

[State 2, 2];ストーカー
type = BindToroot
trigger1 = ishelper(166)
time = -1
facing = 1
pos = -100,0
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State 0, 4]
type = null
trigger1 = numenemy=2
trigger1 = var(21):=!enemy(0),alive
trigger1 = 0;念のため
trigger2 = numenemy=1
trigger2 = var(21):=0
ignorehitpause=1

[State -3, 0]
type = ScreenBound
trigger1 = ishelper
trigger1 = !ishelper(9999)
value = 0
ignorehitpause=1

[State 77, trans]
type=trans
trigger1= ishelper(6001)
trigger2= ishelper(6002)
trigger3= ishelper(6003)
trigger4= ishelper(6004)
trigger5= ishelper(6005)
trigger6= ishelper(6006)
trans=addalpha
alpha= 128,128
ignorehitpause=1

[state ]
type = nothitby
triggerall = ishelper
triggerall = root,palno=[7,12]
trigger1= ishelper(6001)
trigger2= ishelper(6002)
trigger3= ishelper(6003)
trigger4= ishelper(6004)
trigger5= ishelper(6005)
trigger6= ishelper(6006)
value = SCA,AA,AT,AP
ignorehitpause = 1
time = -1

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
sysvar(4)=0
ignorehitpause=1

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
trigger1 = root,palno!=[11,12]
trigger1 = stateno!=[120,160]
trigger1 = gethitvar(damage)>0
trigger1 = gethitvar(damage)<lifemax
sysvar(4)=2
ignorehitpause=1

[State 5900, 1]
type = VarSet
trigger1 = ishelper(9999)
trigger1 = stateno!=[120,160]
trigger1 = gethitvar(damage)>=lifemax
sysvar(4)=1+((GetHitVar(animtype)!=[3,5])&&root,palno=[10,12])
ignorehitpause=1

[State -3, 2]
type = varset
triggerall = !ishelper
trigger1 = ctrl
sysvar(4)=1

[State 0, 5]
type = lifeadd
trigger1 = ishelper
value = 9999999
ignorehitpause=1

[State -3]
type = PosSet
triggerall = ishelper(9999)
trigger1 = statetype = S
trigger2 = statetype = C
y = 0
ignorehitpause=1

[State -2];アーマー
type = HitOverride
trigger1 = 0;ishelper(9999)
attr = SCA,AA,AT,AP
slot = 5
stateno = 9999
time = -1

[State -2];アーマー
type = HitOverride
trigger1 = 0;ishelper(9999)
attr = SCA,AA,AT,AP
slot = 2
stateno = 9999
time = -1

[State -2];アーマー
type = HitOverride
trigger1 = 0;ishelper(9999)
attr = SCA,AA,AT,AP
slot = 3
stateno = 9999
time = -1

[state ]
type = nothitby
trigger1 = !ishelper;||ishelper(9999);デバック用
value = SCA,AA,AT,AP
ignorehitpause = 1
time = -1

[state ]
type = nothitby
triggerall = ishelper(9999)
trigger1 = root,sysvar(4)=0
trigger2 = roundstate!=2
value = SCA,AA,AT,AP
ignorehitpause = 1
time = 1

[State 840,0]
type = PlayerPush
trigger1=!ishelper(9999)
value = 0
ignorehitpause = 1

[State 840,0]
type = AssertSpecial
trigger1 = !ishelper
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 840,0]
type = AssertSpecial
trigger1 = !ishelper
flag = noautoturn
flag2 = nowalk
ignorehitpause = 1

[state ]
type=attackmulset
trigger1=1
value=1
ignorehitpause=1

[State 1, 2]
type = assertspecial
trigger1 = ishelper(9999)
trigger2 = ishelper(6000)
trigger3 = ishelper(166)
trigger4 = ishelper(3001)
trigger5 = ishelper(3104)
flag = invisible
ignorehitpause = 1

[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2



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


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::ボイス変更の乱数
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::スロー処理

[state -2, a];スロー処理をする時間のカウント
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];スロー処理
type = pause
trigger1 = ishelper(9999)
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダメージ時のエフェクトの消去;死祟
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;ダメージ時のエフェクトの消去;ハウリングブル
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;ダメージ時のエフェクトの消去
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;ダメージ時のエフェクトの消去
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////
; 
[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0
ignorehitpause=1

[state a]
type = varset
triggerall = ishelper
triggerall = root,palno!=[7,12]
trigger1 = enemy(var(21)),movetype = H
trigger1 = enemy(var(21)),gethitvar(hitcount) > 0
;trigger1 = enemy(var(21)),gethitvar(hitcount) < 100
fvar(0) = ((100.0-(30.0+(enemy(var(21)),gethitvar(hitcount)/3.0)*10.0))/100.0)
ignorehitpause=1

[state a]
type = attackmulset
triggerall = ishelper
triggerall = root,palno!=[7,12]
trigger1 = fvar(0)>0
value = fvar(0)
ignorehitpause=1

[state a]
type = attackmulset
triggerall = ishelper
triggerall = root,palno!=[7,12]
trigger1 = fvar(0)<=0
value = .01
ignorehitpause=1



[state a]
type = DefenceMulSet
trigger1 = var(14) = 1
value = 1
ignorehitpause=1

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
flag = nomusic

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = playsnd
trigger1 = !ishelper
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 11,1

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

[State 3051, 2]
type = selfState
Triggerall = ishelper(166)
trigger1 = movetype=H
trigger1 = time>0
trigger2 = fvar(39)!=0.001
trigger3 = fvar(39)=0.002
value = 166
ignorehitpause=1

[State 2, 2]
type = selfstate
triggerall = ishelper(9999)
triggerall = !root,alive
trigger1 = stateno!=5150
value = 5159
ignorehitpause = 1

[State 181, 4]
type = AssertSpecial
triggerall = ishelper(9999)
triggerall = root,alive
triggerall = roundstate=4
trigger1 = stateno=[3000,3005]
trigger2 = stateno=[3100,3105]
trigger3 = stateno=[3300,3305]
flag = roundnotover
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(9999)
triggerall = root,win
triggerall = root,alive
triggerall = roundstate=4
trigger1 = stateno!=[181,185]
trigger1 = stateno!=[3000,3005]
trigger1 = stateno!=[3100,3105]
trigger1 = stateno!=[3300,3305]
value = 180
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(9999)
triggerall = !root,win
triggerall = root,alive
triggerall = roundstate=4
trigger1 = stateno!=170
trigger1 = stateno!=[3000,3005]
trigger1 = stateno!=[3100,3105]
trigger1 = stateno!=[3300,3305]
value = 170
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(9999)
trigger1 = fvar(39)!=0.001
trigger2 = fvar(39)=0.002
value = 9999
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(3200)
trigger1 = 1
value = 3210
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(3300)
trigger1 = 1
value = 3360+(root,palno>=10)
ignorehitpause = 1

[State 2, 2]
type = null
Triggerall=ishelper
Triggerall=MoveReversed || var(57)=1
trigger1 = var(58):=var(58)+1
ignorehitpause=1

[State 5150, 8]
type = NotHitBy
triggerall = ishelper
Triggerall=MoveReversed || var(57)=1
trigger1= ishelper(6000)
trigger2= ishelper(6001)
trigger3= ishelper(6002)
trigger4= ishelper(6003)
trigger5= ishelper(6004)
trigger6= ishelper(6005)
trigger7= ishelper(6006)
value = SCA
time = 1
ignorehitpause=1

[State 5150, 3]
type = ChangeAnim
triggerall = ishelper
Triggerall=MoveReversed || var(57)=1
trigger1= ishelper(6000)
trigger2= ishelper(6001)
trigger3= ishelper(6002)
trigger4= ishelper(6003)
trigger5= ishelper(6004)
trigger6= ishelper(6005)
trigger7= ishelper(6006)
value = anim
elem = animelemno(0)
ignorehitpause=1

[State 77, trans]
type=trans
triggerall = ishelper
Triggerall=MoveReversed || var(57)=1
trigger1= ishelper(6000)
trigger2= ishelper(6001)
trigger3= ishelper(6002)
trigger4= ishelper(6003)
trigger5= ishelper(6004)
trigger6= ishelper(6005)
trigger7= ishelper(6006)
trans=addalpha
alpha= 128 - 8*((var(58)-1)%20), 8*((var(58)-1)%20)+128
ignorehitpause=1

[state a]
type = destroyself
triggerall = ishelper
Triggerall=MoveReversed || var(57)=1
triggerall = (var(58)-1) >= 20
trigger1= ishelper(6000)
trigger2= ishelper(6001)
trigger3= ishelper(6002)
trigger4= ishelper(6003)
trigger5= ishelper(6004)
trigger6= ishelper(6005)
trigger7= ishelper(6006)
ignorehitpause=1

[State 2, 2]
type = selfstate
triggerall = ishelper
;triggerall = fvar(39)!=0.001||fvar(39)=0.002||MoveReversed
triggerall = var(57)=1
trigger1= ishelper(6000)
trigger2= ishelper(6001)
trigger3= ishelper(6002)
trigger4= ishelper(6003)
trigger5= ishelper(6004)
trigger6= ishelper(6005)
trigger7= ishelper(6006)
value = 6665
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper
triggerall = fvar(39)!=0.001|fvar(39)=0.002||MoveReversed
triggerall = var(57)!=1
triggerall = var(58):=0||1
trigger1= ishelper(6000)
trigger1= var(57):=1||1
trigger2= ishelper(6001)
trigger2= var(57):=1||1
trigger3= ishelper(6002)
trigger3= var(57):=1||1
trigger4= ishelper(6003)
trigger4= var(57):=1||1
trigger5= ishelper(6004)
trigger5= var(57):=1||1
trigger6= ishelper(6005)
trigger6= var(57):=1||1
trigger7= ishelper(6006)
trigger7= var(57):=1||1
value = 6665
ignorehitpause = 1



[State 5150, 8]
type = NotHitBy
triggerall = ishelper
;Triggerall=MoveReversed
trigger1= !ishelper(6000)
trigger1= !ishelper(6001)
trigger1= !ishelper(6002)
trigger1= !ishelper(6003)
trigger1= !ishelper(6004)
trigger1= !ishelper(6005)
trigger1= !ishelper(6006)
trigger1= !ishelper(9999)
trigger1= !ishelper(3103)
value = SCA
time = 1
ignorehitpause=1

[state a]
type = destroyself
triggerall = ishelper
;Triggerall = MoveReversed
triggerall = var(57)=1;(var(58)-1) >= 1
trigger1= !ishelper(6000)
trigger1= !ishelper(6001)
trigger1= !ishelper(6002)
trigger1= !ishelper(6003)
trigger1= !ishelper(6004)
trigger1= !ishelper(6005)
trigger1= !ishelper(6006)
trigger1= !ishelper(9999)
ignorehitpause=1

[State 2, 2]
type = selfstate
triggerall = ishelper
;triggerall = fvar(39)!=0.001||fvar(39)=0.002||MoveReversed
triggerall = var(57)=1
trigger1= !ishelper(6000)
trigger1= !ishelper(6001)
trigger1= !ishelper(6002)
trigger1= !ishelper(6003)
trigger1= !ishelper(6004)
trigger1= !ishelper(6005)
trigger1= !ishelper(6006)
trigger1= !ishelper(9999)
value = 7777
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper
triggerall = fvar(39)!=0.001||fvar(39)=0.002||MoveReversed
triggerall = var(57)!=1
triggerall = var(58):=0||1
trigger1= !ishelper(6000)
trigger1= !ishelper(6001)
trigger1= !ishelper(6002)
trigger1= !ishelper(6003)
trigger1= !ishelper(6004)
trigger1= !ishelper(6005)
trigger1= !ishelper(6006)
trigger1= !ishelper(9999)
trigger1= var(57):=1||1
value = 7777
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(1000)
trigger1 = 1
value = 1010
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(1001)
trigger1 = 1
value = 1011
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(1100)
trigger1 = 1
value = 1110
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(1101)
trigger1 = 1
value = 1111
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(3103)
trigger1 = stateno!=3110&&stateno!=3150
value = 7777
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = ishelper(3303)
trigger1 = stateno!=3310&&stateno!=3350
value = 7777
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = !ishelper
triggerall = alive
trigger1 = stateno!=5900
trigger2 = fvar(39)!=0.001
trigger3 = fvar(39)=0.002
value = 0
ignorehitpause = 1

[State 2, 2]
type = selfstate
triggerall = !ishelper
triggerall = !alive
trigger1 = stateno!=5150
value = 5159
ignorehitpause = 1

[State -3, 2]
type = null
trigger1 = fvar(39):=0.002
ignorehitpause = 1

;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]

[State 2, 2]
type = selfstate
triggerall = ishelper(42291)
trigger1 = 1
value = 42291
ignorehitpause = 1

[State -3, 2]
type = null
trigger1 = fvar(39):=0.001
ignorehitpause = 1

;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];残像消去
type = afterimagetime
trigger1 = movetype = H
time = 0

[State -3,ターン]
type = Turn
triggerall = ishelper(9999)
triggerall = root,alive
trigger1 = root,facing != facing
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 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"
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
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 = 3



[State -2, 喰らいボイス弱]
Type = PlaySnd
triggerall = ishelper(9999)
triggerall = root,alive
TriggerAll = GetHitVar(animtype)=[0,1]
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = 5000,0
Channel = 1
volume = 255

[State -2, 喰らいボイス強]
Type = PlaySnd
triggerall = ishelper(9999)
triggerall = root,alive
TriggerAll = GetHitVar(animtype)=[2,3]
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = 5000,1
Channel = 1
volume = 255

[State -2, 喰らいボイス強]
Type = PlaySnd
triggerall = ishelper(9999)
triggerall = root,alive
TriggerAll = GetHitVar(animtype)=[4,5]
TriggerAll = Time = 0
Trigger1 = StateNo = 5000
Trigger2 = StateNo = 5010
Trigger3 = StateNo = 5020
Trigger4 = StateNo = 5070
Value = 5000,2
Channel = 1
volume = 255
