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

[state -2,a];チャージサウンド変更
type = varset
trigger1 = 1
v = 27
;---------------------------------------------
value = 0
;---------------------------------------------
;0でPS以降準拠
;1で俺等の青春スーファミ準拠

;==========================================================================

;==========================================================================
;にじいろスイッチ
;※波動拳がスト２レインボー風＋ヒットしても消えなくなる
;バランス崩壊するため対人戦使用厳禁
[state -2,RAINBOW]
type = varset
trigger1 = palno = 12
v = 46
;---------------------------------------------
value = 1
;---------------------------------------------
;0で無効
;1で有効

;==========================================================================
;クイックチャージ
;==========================================================================
;チャージ時間が半減
;アルティメットバスターよりも小回りが利く

[state -2]
type = varset
trigger1 = 1
v = 32
;---------------------------------------------
value = 1
;---------------------------------------------
;0で無効
;1で有効
;==========================================================================









[State -1, VarRandom];前キャンAI
type = VarRandom
trigger1 = RoundState = 2
ignorehitpause = 1
v = 54
range = 0,999

[State 191, 2]
type = AssertSpecial
trigger1 = stateno = [190,199]
flag = Intro


[State 170, 7]
type = varset
trigger1 = 1
fv = 35
value = 0

[state -2,RAINBOW]
type = varset
trigger1 = palno != 12
v = 46
value = 0

[state -2, a]
type = varset
trigger1 = palno < 12
v = 30
value = 0

[state -2, a]
type = varset
trigger1 = palno = 12
v = 30
value = 2

[State -2]
type = poweradd
trigger1 = var(30) = 2
value = 4000

[State 170, 7]
type = varset
trigger1 = roundstate = 0
fv = 30
value = 0

[State 170, 7]
type = varset
trigger1 = fvar(30) >= 1
fv = 30
value = 1

[State 170, 7]
type = varset
trigger1 = fvar(30) <= 0
fv = 30
value = 0

[state -2,a];BGM変更
type = varset
trigger1 = var(46) = 0
v = 24
value = ifelse(var(30)=2,5,0)

[state -2,a];BGM変更
type = varset
trigger1 = var(46) = 1
v = 24
value = ifelse(var(30)=2,6,0)

;0 エックスバスター
;1 ミサイル
;2 カメレオン
;3 シールド
;4 炎
;5 風
;6 雷
;7 カッター
;8 氷


[state -2, a]
type = varset
trigger1 = Var(58) = 5 && (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")
trigger2 = Var(58) = 2 && (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")
trigger3 = Var(58) = 2 && (p2name = "colonel_X4" || p4name = "colonel_X4")
trigger4 = Var(58) = 3 && (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")
trigger5 = Var(58) = 3 && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")
trigger6 = Var(58) = 3 && (p2name = "Final Sigma W" || p4name = "Final Sigma W")
trigger7 = Var(58) = 4 && (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")
trigger8 = Var(58) = 2 && (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")
trigger9 = Var(58) = 6 && (p2name = "Dynamo" || p4name = "Dynamo")
trigger10 = Var(58) = 7 && (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")
trigger11 = Var(58) = 7 && (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")
trigger12 = Var(58) = 1 && (p2name = "iris_X4" || p4name = "iris_X4")
trigger13 = Var(58) = 1 && (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")
trigger14 = Var(58) = 3 && (p2name = "Split Mushroom" || p4name = "Split Mushroom")
trigger15 = Var(58) = 7 && (p2name = "Vile MMHX" || p4name = "Vile MMHX")
trigger16 = Var(58) = 7 && (p2name = "skiver" || p4name = "skiver")
trigger17 = Var(58) = 6 && (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")
trigger18 = Var(58) = 4 && (p2name = "mattrex" || p4name = "mattrex")
trigger19 = Var(58) = 4 && (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")
trigger20 = Var(58) = 6 && (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger21 = Var(58) = 1 && (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")
trigger22 = Var(58) = 1 && (p2name = "spike rosered" || p4name = "spike rosered")
trigger23 = Var(58) = 1 && (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")
trigger24 = Var(58) = 3 && (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")
trigger25 = Var(58) = 3 && (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
trigger26 = Var(58) = 8 && (p2name = "VAVA MK2" || p4name = "VAVA MK2")
trigger27 = Var(58) = 1 && (p2name = "Blizzard Wolfang" || p4name = "Blizzard Wolfang")
trigger28 = Var(58) = 8 && (p2name = "Mac" || p4name = "Mac")
trigger29 = Var(58) = 4 && (p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
v = 26
value = 1

[state -2, a]
type = varset
trigger1 = Var(58) != 5 && (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")
trigger2 = Var(58) != 2 && (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")
trigger3 = Var(58) != 2 && (p2name = "colonel_X4" || p4name = "colonel_X4")
trigger4 = Var(58) != 3 && (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")
trigger5 = Var(58) != 3 && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")
trigger6 = Var(58) != 3 && (p2name = "Final Sigma W" || p4name = "Final Sigma W")
trigger7 = Var(58) != 4 && (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")
trigger8 = Var(58) != 2 && (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")
trigger9 = Var(58) != 6 && (p2name = "Dynamo" || p4name = "Dynamo")
trigger10 = Var(58) != 7 && (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")
trigger11 = Var(58) != 7 && (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")
trigger12 = Var(58) != 1 && (p2name = "iris_X4" || p4name = "iris_X4")
trigger13 = Var(58) != 1 && (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")
trigger14 = Var(58) != 3 && (p2name = "Split Mushroom" || p4name = "Split Mushroom")
trigger15 = Var(58) != 7 && (p2name = "Vile MMHX" || p4name = "Vile MMHX")
trigger16 = Var(58) != 7 && (p2name = "skiver" || p4name = "skiver")
trigger17 = Var(58) != 6 && (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")
trigger18 = Var(58) != 4 && (p2name = "mattrex" || p4name = "mattrex")
trigger19 = Var(58) != 4 && (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")
trigger20 = Var(58) != 6 && (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger21 = Var(58) != 1 && (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")
trigger22 = Var(58) != 1 && (p2name = "spike rosered" || p4name = "spike rosered")
trigger23 = Var(58) != 1 && (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")
trigger24 = Var(58) != 3 && (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")
trigger25 = Var(58) != 3 && (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
trigger26 = Var(58) != 8 && (p2name = "VAVA MK2" || p4name = "VAVA MK2")
trigger27 = Var(58) != 1 && (p2name = "Blizzard Wolfang" || p4name = "Blizzard Wolfang")
trigger28 = Var(58) != 8 && (p2name = "Mac" || p4name = "Mac")
trigger29 = Var(58) != 4 && (p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
v = 26
value = 0



;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -2];特殊武器変更
type = Varadd
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = command = "z"
trigger1 = Var(58) < 9
v = 58
value = 1

[State -2];特殊武器変更
type = playsnd
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = command = "z"
trigger1 = Var(58) < 9
value = 10000,2

[State -2];特殊武器変更
type = Varadd
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "start"
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
v = 58
value = -1

[State -2];特殊武器変更
type = playsnd
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "start"
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
value = 10000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = var(58) > 0
source = 1,1
dest = ifelse(palno=11,4,ifelse(palno=10,3,ifelse(palno=9,3,2))),var(58)

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = var(58) = 0
source = 1,1
dest = 1,palno

;0 エックスバスター（ノヴァ・ストライク）
;1 氷
;2 雷
;3 水
;4 ミサイル
;5 カッター
;6 レーザー
;7 風
;8 炎

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -2]
type = Varset
triggerall = RoundState = 2
triggerall = Var(9) > 0
trigger1 = command = "hold_s" || command = "hold_z"
v = 9
value = 0

[State -2];特殊武器変更
type = Varset
triggerall = RoundState = 3
trigger1 = stateno = 181
v = 58
value = 0

[State -2];特殊武器変更
type = Varset
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "hold_s" && command = "hold_z"
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
v = 58
value = 0

[State -2];特殊武器変更
type = Varset
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "c"
triggerall = command != "MvCShinkuuHadouken"
triggerall = command != "HadoukenEX"
triggerall = (power >= 4000 && var(30) = 0) || (power >= 2000 && var(30) = 1) || var(30) = 2
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
v = 58
value = 0


[State -2];特殊武器変更
type = Varset
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = 9
trigger1 = command = "z"
v = 58
value = 0

[State -2];特殊武器変更
type = playsnd
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = 0
trigger1 = command = "z"
value = 10000,2

[State -2];特殊武器変更
type = Varset
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = -1
trigger1 = command = "start"
v = 58
value = 8

[State -2];特殊武器変更
type = playsnd
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = -1
trigger1 = command = "start"
value = 10000,2
;=====================================================================================================
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 1
trigger1 = NumExplod(100000) < 1
;trigger1 = 1
Anim = 100000
ID = 100000
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 4
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(58) != 0
triggerall = RoundState > 1
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 1
trigger1 = NumExplod(100061) < 1
;trigger1 = 1
Anim = 100061
ID = 100061
Pos = 27,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 5
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) = 0
trigger1 = NumExplod(100061) = 1
ID = 100061

[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [0,1000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100001) < 1
;trigger1 = 1
Anim = 100001
ID = 100001
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [1000,2000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100003) < 1
;trigger1 = 1
Anim = 100001
ID = 100003
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [2000,3000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100005) < 1
;trigger1 = 1
Anim = 100001
ID = 100005
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [400,2000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100002)
;trigger1 = 1
Anim = 100002
ID = 100002
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life < 400
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100004)
;trigger1 = 1
Anim = 100004
ID = 100004
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1400,3000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100006)
;trigger1 = 1
Anim = 100006
ID = 100006
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1000,1399]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100007)
;trigger1 = 1
Anim = 100007
ID = 100007
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2400,3000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100008)
;trigger1 = 1
Anim = 100008
ID = 100008
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2000,2399]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100009)
;trigger1 = 1
Anim = 100009
ID = 100009
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life >= 400
trigger1 =  numexplod(100002) != 0
;trigger1 = enemy,teammode = single
id=100002
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=1000,1000,life)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life < 400
trigger1 =  numexplod(100004) != 0
;trigger1 = enemy,teammode = single
id=100004
Pos = 13,80+fvar(35)
postype = left
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life = [1400,3000]
trigger1 =  numexplod(100006) != 0
;trigger1 = enemy,teammode = single
id=100006
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=2000,1000,life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=ifelse(life>=2001,7,9)
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life = [1000,1399]
trigger1 =  numexplod(100007) != 0
;trigger1 = enemy,teammode = single
id=100007
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life >= 2400
trigger1 =  numexplod(100008) != 0
;trigger1 = enemy,teammode = single
id=100008
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=3000,1000,life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life = [2000,2399]
trigger1 =  numexplod(100009) != 0
;trigger1 = enemy,teammode = single
id=100009
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = numexplod(100002)
triggerall = TeamSide = 1
trigger1 = life < 400
trigger2 = life >= 2000
ID = 100002

[State -3]
Type = RemoveExplod
triggerall = numexplod(100004)
triggerall = TeamSide = 1
trigger1 = life >= 400
ID = 100004

[State -3]
Type = RemoveExplod
triggerall = numexplod(100006)
triggerall = TeamSide = 1
trigger1 = life < 1400
trigger2 = life >= 3000
ID = 100006

[State -3]
Type = RemoveExplod
triggerall = numexplod(100007)
triggerall = TeamSide = 1
trigger1 = life >= 1400
trigger2 = life < 1000
ID = 100007

[State -3]
Type = RemoveExplod
triggerall = numexplod(100008)
triggerall = TeamSide = 1
trigger1 = life < 2400
ID = 100008

[State -3]
Type = RemoveExplod
triggerall = numexplod(100009)
triggerall = TeamSide = 1
trigger1 = life >= 2400
trigger2 = life < 2000
ID = 100009

[State -3]
Type = RemoveExplod
triggerall = numexplod(100001)
triggerall = TeamSide = 1
trigger1 = life > 1000
ID = 100001

[State -3]
Type = RemoveExplod
triggerall = numexplod(100003)
triggerall = TeamSide = 1
trigger1 = life > 2000
trigger2 = life < 1000
ID = 100003

[State -3]
Type = RemoveExplod
triggerall = numexplod(100005)
triggerall = TeamSide = 1
trigger1 = life < 2000
ID = 100005

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(100001) != 0
;trigger1 = enemy,teammode = single
id=100001
Pos = 13,80+fvar(35)
postype = left
scale = 1, (var(49)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=6
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(100003) != 0
;trigger1 = enemy,teammode = single
id=100003
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((var(49)-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(100005) != 0
;trigger1 = enemy,teammode = single
id=100005
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((var(49)-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8

[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 1
trigger1 = NumExplod(100060) < 1
;trigger1 = 1
Anim = 100060
ID = 100060
Pos = 27,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) = 0
trigger1 = NumExplod(100060) = 1
ID = 100060


;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(100060) != 0
;trigger1 = enemy,teammode = single
id=100060
Pos = 27,80+fvar(35)
postype = left
scale = 1, ifelse(power>=4000,(4000*0.00025575),(power*0.00025575)) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
sprpriority=6


[State 0, Rojo P1]
type = VarSet
trigger1 = roundstate = 0
v = 49  ;fv = 10
value = life
[State 0, Rojo P1++]
type = VarAdd
triggerall = life < var(49)
trigger1 = !(time% 1)
v = 49    ;fv =
value = -1  - ( var(49) - life >2)
[State 0, Rojo P1--]
type = Varset
triggerall = life > var(49)
trigger1 = !(time% 1)
v = 49    ;fv =
value = life
[State 0, Rojo P1--]
type = Varset
trigger1 = life <= 2000 && var(49) >= 2000
v = 49    ;fv =
value = 2000
[State 0, Rojo P1--]
type = Varset
trigger1 = life <= 1000 && var(49) >= 1000
v = 49    ;fv =
value = 1000

[State 0, Rojo P1]
type = VarSet
trigger1 = 1
v = 48
value = ifelse(life<=lifemax*0.9975,0,ifelse(life<=lifemax*0.74875,1,ifelse(life<=lifemax*0.49875,2,ifelse(life<=lifemax*0.24875,3,0))))

;=====================================================================================================
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 2
trigger1 = NumExplod(101000) < 1
;trigger1 = 1
Anim = 100000
ID = 101000
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 4
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(58) != 0
triggerall = RoundState > 1
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 2
trigger1 = NumExplod(101061) < 1
;trigger1 = 1
Anim = 100061
ID = 101061
Pos = -13,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 5
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 2
trigger1 = Var(58) = 0
trigger1 = NumExplod(101061) = 1
ID = 101061

[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [0,1000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101001) < 1
;trigger1 = 1
Anim = 100001
ID = 101001
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [1000,2000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101003) < 1
;trigger1 = 1
Anim = 100001
ID = 101003
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [2000,3000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101005) < 1
;trigger1 = 1
Anim = 100001
ID = 101005
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [400,2000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101002)
;trigger1 = 1
Anim = 100002
ID = 101002
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life < 400
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101004)
;trigger1 = 1
Anim = 100004
ID = 101004
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1400,3000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101006)
;trigger1 = 1
Anim = 100006
ID = 101006
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1000,1399]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101007)
;trigger1 = 1
Anim = 100007
ID = 101007
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2400,3000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101008)
;trigger1 = 1
Anim = 100008
ID = 101008
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2000,2399]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101009)
;trigger1 = 1
Anim = 100009
ID = 101009
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life >= 400
trigger1 =  numexplod(101002) != 0
;trigger1 = enemy,teammode = single
id=101002
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=1000,1000,life)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life < 400
trigger1 =  numexplod(101004) != 0
;trigger1 = enemy,teammode = single
id=101004
Pos = -27,80+fvar(35)
postype = right
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life = [1400,3000]
trigger1 =  numexplod(101006) != 0
;trigger1 = enemy,teammode = single
id=101006
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=2000,1000,life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=ifelse(life>=2001,7,9)
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life = [1000,1399]
trigger1 =  numexplod(101007) != 0
;trigger1 = enemy,teammode = single
id=101007
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life >= 2400
trigger1 =  numexplod(101008) != 0
;trigger1 = enemy,teammode = single
id=101008
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=3000,1000,life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 = life = [2000,2399]
trigger1 =  numexplod(101009) != 0
;trigger1 = enemy,teammode = single
id=101009
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = numexplod(101002)
triggerall = TeamSide = 2
trigger1 = life < 400
trigger2 = life >= 2000
ID = 101002

[State -3]
Type = RemoveExplod
triggerall = numexplod(101004)
triggerall = TeamSide = 2
trigger1 = life >= 400
ID = 101004

[State -3]
Type = RemoveExplod
triggerall = numexplod(101006)
triggerall = TeamSide = 2
trigger1 = life < 1400
trigger2 = life >= 3000
ID = 101006

[State -3]
Type = RemoveExplod
triggerall = numexplod(101007)
triggerall = TeamSide = 2
trigger1 = life >= 1400
trigger2 = life < 1000
ID = 101007

[State -3]
Type = RemoveExplod
triggerall = numexplod(101008)
triggerall = TeamSide = 2
trigger1 = life < 2400
ID = 101008

[State -3]
Type = RemoveExplod
triggerall = numexplod(101009)
triggerall = TeamSide = 2
trigger1 = life >= 2400
trigger2 = life < 2000
ID = 101009

[State -3]
Type = RemoveExplod
triggerall = numexplod(101001)
triggerall = TeamSide = 2
trigger1 = life > 1000
ID = 101001

[State -3]
Type = RemoveExplod
triggerall = numexplod(101003)
triggerall = TeamSide = 2
trigger1 = life > 2000
trigger2 = life < 1000
ID = 101003

[State -3]
Type = RemoveExplod
triggerall = numexplod(101005)
triggerall = TeamSide = 2
trigger1 = life < 2000
ID = 101005

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(101001) != 0
;trigger1 = enemy,teammode = single
id=101001
Pos = -27,80+fvar(35)
postype = right
scale = 1, (var(49)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=6
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(101003) != 0
;trigger1 = enemy,teammode = single
id=101003
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((var(49)-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(101005) != 0
;trigger1 = enemy,teammode = single
id=101005
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((var(49)-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8

[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 2
trigger1 = NumExplod(101060) < 1
;trigger1 = 1
Anim = 100060
ID = 101060
Pos = -13,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 7
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 2
trigger1 = Var(58) = 0
trigger1 = NumExplod(101060) = 1
ID = 101060




;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(101060) != 0
;trigger1 = enemy,teammode = single
id=101060
Pos = -13,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
scale = 1, ifelse(power>=4000,(4000*0.00025575),(power*0.00025575)) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
sprpriority=6

;=====================================================================================================

[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 1 && var(9) < 180
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 1 && var(9) >= 180
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 2 && var(9) < 180
fvar(39) = power/1000
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 2 && var(9) >= 180
fvar(39) = power/2000
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 3 && var(9) < 180
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 3 && var(9) >= 180
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 4 && var(9) < 180
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 4 && var(9) >= 180
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 5 && var(9) < 180
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 5 && var(9) >= 180
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 6 && var(9) < 180
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 6 && var(9) >= 180
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 7 && var(9) < 180
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 7 && var(9) >= 180
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 8 && var(9) < 180
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 8 && var(9) >= 180
fvar(39) = power/500
[state -2]
type = varset
trigger1 = var(30) < 2
v = 52
value = Floor(fvar(39))

[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 0
fvar(39) = power/4000

[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(58) > 0
triggerall = var(30) < 2
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 =  numexplod(100010) = 1
id=100010
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
OnTop = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(58) > 0
triggerall = var(30) < 2
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 =  numexplod(100010) < 1
;trigger1 = 1
Anim = 100010+var(52)
ID = 100010
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
OnTop = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(58) > 0
triggerall = var(30) = 2
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 =  numexplod(100010) < 1
;trigger1 = 1
Anim = 100050
ID = 100010
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
OnTop = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) = 0
trigger1 = NumExplod(100010) = 1
ID = 100010

[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(58) > 0
triggerall = var(30) < 2
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 =  numexplod(101010) = 1
id=101010
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
OnTop = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(58) > 0
triggerall = var(30) < 2
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 =  numexplod(101010) < 1
;trigger1 = 1
Anim = 100010+var(52)
ID = 101010
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
OnTop = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(58) > 0
triggerall = var(30) = 2
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 =  numexplod(101010) < 1
;trigger1 = 1
Anim = 100050
ID = 101010
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1
OnTop = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 2
trigger1 = Var(58) = 0
trigger1 = NumExplod(101010) = 1
ID = 101010

;=====================================================================================================

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100101) < 1
;trigger1 = 1
Anim = 100101
ID = 100101
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 1
trigger1 = NumExplod(100101) = 1
ID = 100101

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100102) < 1
;trigger1 = 1
Anim = 100102
ID = 100102
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 2
trigger1 = NumExplod(100102) = 1
ID = 100102

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100103) < 1
;trigger1 = 1
Anim = 100103
ID = 100103
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 3
trigger1 = NumExplod(100103) = 1
ID = 100103

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100104) < 1
;trigger1 = 1
Anim = 100104
ID = 100104
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 4
trigger1 = NumExplod(100104) = 1
ID = 100104

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100105) < 1
;trigger1 = 1
Anim = 100105
ID = 100105
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 5
trigger1 = NumExplod(100105) = 1
ID = 100105

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100106) < 1
trigger1 = NumExplod(100116) < 1
;trigger1 = 1
Anim = 100106
ID = 100106
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 6
trigger1 = NumExplod(100106) = 1
ID = 100106

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100107) < 1
;trigger1 = 1
Anim = 100107
ID = 100107
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 7
trigger1 = NumExplod(100107) = 1
ID = 100107

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = NumExplod(100108) < 1
;trigger1 = 1
Anim = 100108
ID = 100108
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
trigger1 = TeamSide = 1
trigger1 = Var(58) != 8
trigger1 = NumExplod(100108) = 1
ID = 100108


;=====================================================================================================
[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101100) < 1
;trigger1 = 1
Anim = 100100
ID = 101100
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 0
trigger1 = NumExplod(101100) = 1
ID = 101100

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101101) < 1
;trigger1 = 1
Anim = 100101
ID = 101101
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 1
trigger1 = NumExplod(101101) = 1
ID = 101101

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101102) < 1
;trigger1 = 1
Anim = 100102
ID = 101102
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 2
trigger1 = NumExplod(101102) = 1
ID = 101102

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101103) < 1
;trigger1 = 1
Anim = 100103
ID = 101103
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 3
trigger1 = NumExplod(101103) = 1
ID = 101103

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101104) < 1
;trigger1 = 1
Anim = 100104
ID = 101104
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 4
trigger1 = NumExplod(101104) = 1
ID = 101104

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101105) < 1
;trigger1 = 1
Anim = 100105
ID = 101105
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 5
trigger1 = NumExplod(101105) = 1
ID = 101105

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101106) < 1
;trigger1 = 1
Anim = 100106
ID = 101106
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 6
trigger1 = NumExplod(101106) = 1
ID = 101106

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101107) < 1
;trigger1 = 1
Anim = 100107
ID = 101107
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 7
trigger1 = NumExplod(101107) = 1
ID = 101107

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = NumExplod(101108) < 1
;trigger1 = 1
Anim = 100108
ID = 101108
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 1
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 2
trigger1 = Var(58) != 8
trigger1 = NumExplod(101108) = 1
ID = 101108

;===========================================================================

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100070)
triggerall = teamside = 1
triggerall = fvar(38) < -550
anim = 100070
id = 100070
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100071)
triggerall = teamside = 1
triggerall = fvar(38) >= -550
triggerall = fvar(38) < -500
anim = 100071
id = 100071
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100072)
triggerall = teamside = 1
triggerall = fvar(38) >= -500
triggerall = fvar(38) < -450
anim = 100072
id = 100072
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100073)
triggerall = teamside = 1
triggerall = fvar(38) >= -450
triggerall = fvar(38) < -400
anim = 100073
id = 100073
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100074)
triggerall = teamside = 1
triggerall = fvar(38) >= -400
triggerall = fvar(38) < -350
anim = 100074
id = 100074
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100075)
triggerall = teamside = 1
triggerall = fvar(38) >= -350
triggerall = fvar(38) < -300
anim = 100075
id = 100075
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100076)
triggerall = teamside = 1
triggerall = fvar(38) >= -300
triggerall = fvar(38) < -250
anim = 100076
id = 100076
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100077)
triggerall = teamside = 1
triggerall = fvar(38) >= -250
triggerall = fvar(38) < -200
anim = 100077
id = 100077
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100078)
triggerall = teamside = 1
triggerall = fvar(38) >= -200
triggerall = fvar(38) < -150
anim = 100078
id = 100078
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100079)
triggerall = teamside = 1
triggerall = fvar(38) >= -150
triggerall = fvar(38) < -100
anim = 100079
id = 100079
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100080)
triggerall = teamside = 1
triggerall = fvar(38) >= -100
triggerall = fvar(38) < -50
anim = 100080
id = 100080
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100081)
triggerall = teamside = 1
triggerall = fvar(38) >= -50
triggerall = fvar(38) < -25
anim = 100081
id = 100081
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100082)
triggerall = teamside = 1
triggerall = fvar(38) >= -25
triggerall = fvar(38) < 0
anim = 100082
id = 100082
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1


[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100083)
triggerall = teamside = 1
triggerall = fvar(38) >= 0
triggerall = fvar(38) < 1
anim = 100083
id = 100083
postype = Left
pos = 15,115
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1


[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100070)
triggerall = teamside = 2
triggerall = fvar(38) < -550
anim = 100070
id = 100070
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100071)
triggerall = teamside = 2
triggerall = fvar(38) >= -550
triggerall = fvar(38) < -500
anim = 100071
id = 100071
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100072)
triggerall = teamside = 2
triggerall = fvar(38) >= -500
triggerall = fvar(38) < -450
anim = 100072
id = 100072
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100073)
triggerall = teamside = 2
triggerall = fvar(38) >= -450
triggerall = fvar(38) < -400
anim = 100073
id = 100073
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100074)
triggerall = teamside = 2
triggerall = fvar(38) >= -400
triggerall = fvar(38) < -350
anim = 100074
id = 100074
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100075)
triggerall = teamside = 2
triggerall = fvar(38) >= -350
triggerall = fvar(38) < -300
anim = 100075
id = 100075
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100076)
triggerall = teamside = 2
triggerall = fvar(38) >= -300
triggerall = fvar(38) < -250
anim = 100076
id = 100076
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100077)
triggerall = teamside = 2
triggerall = fvar(38) >= -250
triggerall = fvar(38) < -200
anim = 100077
id = 100077
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100078)
triggerall = teamside = 2
triggerall = fvar(38) >= -200
triggerall = fvar(38) < -150
anim = 100078
id = 100078
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100079)
triggerall = teamside = 2
triggerall = fvar(38) >= -150
triggerall = fvar(38) < -100
anim = 100079
id = 100079
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100080)
triggerall = teamside = 2
triggerall = fvar(38) >= -100
triggerall = fvar(38) < -50
anim = 100080
id = 100080
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100081)
triggerall = teamside = 2
triggerall = fvar(38) >= -50
triggerall = fvar(38) < -25
anim = 100081
id = 100081
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100082)
triggerall = teamside = 2
triggerall = fvar(38) >= -25
triggerall = fvar(38) < 0
anim = 100082
id = 100082
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1

[State 8040]
type = Explod
triggerall = RoundState > 1
trigger1 = !NumExplod(100083)
triggerall = teamside = 2
triggerall = fvar(38) >= 0
triggerall = fvar(38) < 1
anim = 100083
id = 100083
postype = right
pos = -15,115
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 9
OnTop = 1


[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100070)
trigger1 = fvar(38) >= -550
id = 100070

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100071)
trigger1 = fvar(38) >= -500
trigger2 = fvar(38) < -550
id = 100071

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100072)
trigger1 = fvar(38) >= -450
trigger2 = fvar(38) < -500
id = 100072

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100073)
trigger1 = fvar(38) >= -400
trigger2 = fvar(38) < -450
id = 100073

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100074)
trigger1 = fvar(38) >= -350
trigger2 = fvar(38) < -400
id = 100074

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100075)
trigger1 = fvar(38) >= -300
trigger2 = fvar(38) < -350
id = 100075

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100076)
trigger1 = fvar(38) >= -250
trigger2 = fvar(38) < -300
id = 100076

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100077)
trigger1 = fvar(38) >= -200
trigger2 = fvar(38) < -250
id = 100077

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100078)
trigger1 = fvar(38) >= -150
trigger2 = fvar(38) < -200
id = 100078

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100079)
trigger1 = fvar(38) >= -100
trigger2 = fvar(38) < -150
id = 100079

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100080)
trigger1 = fvar(38) >= -50
trigger2 = fvar(38) < -100
id = 100080

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100081)
trigger1 = fvar(38) >= -25
trigger2 = fvar(38) < -50
id = 100081

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100082)
trigger1 = fvar(38) >= 0
trigger2 = fvar(38) < -25
id = 100082

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(100083)
trigger1 = fvar(38) >= 1
trigger2 = fvar(38) < 0
id = 100083


;===========================================================================
[State 190, 0]
type = varset
trigger1 = p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion"
trigger2 = p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER"
trigger3= p2name = "Siguma" || p4name = "Siguma"
trigger4= p2name = "Vava" || p4name = "Vava"
trigger5= p2name = "zero" || p4name = "zero"
trigger6= p2name = "Rockman zero" || p4name = "Rockman zero"
trigger7= p2name = "Rockmanzero" || p4name = "Rockmanzero"
trigger8= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger9= p2name = "Sigma" || p4name = "Sigma"
trigger10= p2name = "Omega Zero" || p4name = "Omega Zero"
trigger11= p2name = "Vile" || p4name = "Vile"
trigger12= p2name = "iX" || p4name = "iX"
trigger13= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger14 = p2name = "colonel_X4" || p4name = "colonel_X4"
trigger15 = p2name = "iris_X4" || p4name = "iris_X4"
trigger16 = p2name = "Infinity Sigma" || p4name = "Infinity Sigma"
trigger17 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger18 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger19 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger20 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger21 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger22 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger23 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger24 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger25 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger26 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger27 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger28 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger29 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger30 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger31 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger32 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger33 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger34 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger35 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger36 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger37 = p2name = "Vile MMHX" || p4name = "Vile MMHX"
trigger38 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger39 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger40 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger41 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger42 = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger43 = p2name = "Gaea Armor" || p4name = "Gaea Armor"
trigger44 = p2name = "Shadow Armor" || p4name = "Shadow Armor"
trigger45 = p2name = "Megaman X Unlimited Potential" || p4name = "Megaman X Unlimited Potential"
trigger46 = p2name = "Ultimate Armor" || p4name = "Ultimate Armor"
trigger47 = p2name = "Zero X1 Maverick Hunter" || p2name = "Zero X1 Maverick Hunter"
trigger48 = p2name = "Command Mission X" || p2name = "Command Mission X"
trigger49 = p2name = "Omega Zero player" || p4name = "Omega Zero player"
trigger50 = p2name = "iXplayer" || p4name = "iXplayer"
trigger51 = p2name = "First Armor" || p2name = "First Armor"
trigger52 = p2name = "EX Light Armor" || p2name = "EX Light Armor"
v = 50
value = 1

[State a]
type = assertspecial
trigger1 = var(50)=1
flag = nobardisplay


;---------------------------------------------------------------------------
[State 1]
type = selfstate
trigger1 = stateno != 5150
trigger1 = movetype = H
value = 2000


[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 1
movecamera = ifelse(((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"&&enemy,var(59)>=1),1,0),ifelse(((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"&&enemy,var(59)>=1),1,0)



;---------------------------------------------------------------------------
[State a]
type = assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State a]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = noshadow

[State a]
type = assertspecial
trigger1 = 1
flag = noautoturn

[State a, WeaponRecover]
Type = PowerSet
Trigger1 = Roundstate = 0
value = PowerMax

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[state a]
type = varadd
trigger1 = life = [1,300]
trigger1 = var(7) <= 5
v = 7
value = 1

[state a]
type = varset
trigger1 = life > 300
v = 7
value = 0


[State a]
type = PlaySnd
trigger1 = var(7) = 1
value = 2, random%4

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;KO
;---------------------------------------------------------------------------
[state a]
type = changestate
trigger1 = life <= 0
trigger1 = stateno != 8010
trigger1 = stateno != 5150
value = 8010
;---------------------------------------------------------------------------
[state a]
type = varset
trigger1 = statetype != A
trigger1 = stateno != 100
v = 3
value = 0

[state a]
type = stopsnd
trigger1 = stateno != 60
channel = 3

[State a]
type = removeExplod
trigger1 = stateno != 60
id = 60

[state a]
type = varset
trigger1 = var(30) = 2
v = 57
value = 0

[state a]
type = varset
trigger1 = var(30) = 2
v = 56
value = 0

;var(58)＝特殊武器
;0＝バスター
;1＝ホーミングトーピード
;2＝カメレオンスティング（チャージ固有モーションあり）
;3＝ローリングシールド（チャージ固有モーションあり）
;4＝ファイアーウェーブ
;5＝ストームトルネード（チャージ固有モーションあり）
;6＝エレクトリックスパーク（チャージ固有モーションあり）
;7＝ブーメランカッター（チャージ固有モーションあり）
;8＝ショットガンアイス



[state a]
type = varset
triggerall = var(30) < 2
trigger1 = ((numhelper(520)+numhelper(550)) < 3)&&((numhelper(500)+numhelper(530)) < 3)
trigger2 = (numhelper(10500)+numhelper(10501)) < 1 && (var(58) = 1 && power >= 125)
trigger3 = (numhelper(20500)) < 1 && (var(58) = 2 && power >= 1000)
trigger4 = (numhelper(20502)) < 1 && (var(58) = 2 && power >= 1000)
trigger5 = (numhelper(21500)) < 1 && (var(58) = 2 && power >= 1000)
trigger6 = (numhelper(21502)) < 1 && (var(58) = 2 && power >= 1000)
trigger7 = (numhelper(21504)) < 1 && (var(58) = 2 && power >= 1000)
trigger8 = (numhelper(21506)) < 1 && (var(58) = 2 && power >= 1000)
trigger9 = (numhelper(21508)) < 1 && (var(58) = 2 && power >= 1000)
trigger10 = (numhelper(30500)) < 1 && (var(58) = 3 && power >= 125)
trigger11 = (numhelper(40500)) < 1 && (var(58) = 4 && power >= 125)
trigger12 = (numhelper(41500)) < 1 && (var(58) = 4 && power >= 125)
trigger13 = (numhelper(50500)) < 1 && (var(58) = 5 && power >= 125)
trigger14 = (numhelper(60500)) < 1 && (var(58) = 6 && power >= 125)
trigger15 = (numhelper(70500)) < 1 && (var(58) = 7 && power >= 125)
trigger16 = (numhelper(71500)) < 1 && (var(58) = 7 && power >= 125)
trigger17 = (numhelper(71501)) < 1 && (var(58) = 7 && power >= 125)
trigger18 = (numhelper(71502)) < 1 && (var(58) = 7 && power >= 125)
trigger19 = (numhelper(71510)) < 1 && (var(58) = 7 && power >= 125)
trigger20 = (numhelper(80500)) < 1 && (var(58) = 8 && power >= 125)
trigger21 = (numhelper(81500)) < 1 && (var(58) = 8 && power >= 125)
trigger22 = (numhelper(81501)) < 1 && (var(58) = 8 && power >= 125)
trigger23 = (numhelper(81502)) < 1 && (var(58) = 8 && power >= 125)
trigger24 = (numhelper(81510)) < 1 && (var(58) = 8 && power >= 125)
v = 57
value = 0


[state a]
type = varset
triggerall = var(30) < 2
trigger1 = ((numhelper(520)+numhelper(550)) >= 3)&&((numhelper(500)+numhelper(530)) >= 3)
trigger2 = (numhelper(10500)+numhelper(10501)) >= 1 && (var(58) = 1 && power < 125)
trigger3 = (numhelper(20500)) >= 1 || (var(58) = 2 && power < 1000)
trigger4 = (numhelper(20502)) >= 1 || (var(58) = 2 && power < 1000)
trigger5 = (numhelper(21500)) >= 1 || (var(58) = 2 && power < 1000)
trigger6 = (numhelper(21502)) >= 1 || (var(58) = 2 && power < 1000)
trigger7 = (numhelper(21504)) >= 1 || (var(58) = 2 && power < 1000)
trigger8 = (numhelper(21506)) >= 1 || (var(58) = 2 && power < 1000)
trigger9 = (numhelper(21508)) >= 1 || (var(58) = 2 && power < 1000)
trigger10 = (numhelper(30500)) >= 1 || (var(58) = 3 && power < 125)
trigger11 = (numhelper(40500)) >= 1 || (var(58) = 4 && power < 125)
trigger12 = (numhelper(41500)) >= 1 || (var(58) = 4 && power < 125)
trigger13 = (numhelper(50500)) >= 1 || (var(58) = 5 && power < 125)
trigger14 = (numhelper(60500)) >= 1 || (var(58) = 6 && power < 125)
trigger15 = (numhelper(70500)) >= 1 || (var(58) = 7 && power < 125)
trigger16 = (numhelper(71500)) >= 1 || (var(58) = 7 && power < 125)
trigger17 = (numhelper(71501)) >= 1 || (var(58) = 7 && power < 125)
trigger18 = (numhelper(71502)) >= 1 || (var(58) = 7 && power < 125)
trigger19 = (numhelper(71510)) >= 1 || (var(58) = 7 && power < 125)
trigger20 = (numhelper(80500)) >= 1 || (var(58) = 8 && power < 125)
trigger21 = (numhelper(81500)) >= 1 || (var(58) = 8 && power < 125)
trigger22 = (numhelper(81501)) >= 1 || (var(58) = 8 && power < 125)
trigger23 = (numhelper(81502)) >= 1 || (var(58) = 8 && power < 125)
trigger24 = (numhelper(81510)) >= 1 || (var(58) = 8 && power < 125)
v = 57
value = 1


[state a]
type = varset
triggerall = var(30) < 2
trigger1 = ((numhelper(520)+numhelper(550)) < 3)&&((numhelper(500)+numhelper(530)) < 3)
v = 56
value = 0

[state a]
type = varset
triggerall = var(30) < 2
trigger1 = ((numhelper(520)+numhelper(550)) >= 3)||((numhelper(500)+numhelper(530)) >= 3)
v = 56
value = 1

[state a]
type = varset
triggerall = var(30) < 2 && var(32) <= 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) >= 0
trigger1 = command = "x"
triggerall = var(57) = 0
triggerall = command != "Hadouken1"
triggerall = command != "Hadouken2"
triggerall = command != "HadoukenEX"
triggerall = command != "ShinkuuHadouken1"
triggerall = command != "DenjinHadouken"
triggerall = command != "HadoukenSP"
v = 8
value = 20

[state a]
type = varset
triggerall = var(30) = 2 || var(32) > 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) >= 0
trigger1 = command = "x"
triggerall = var(57) = 0
triggerall = command != "Hadouken1"
triggerall = command != "Hadouken2"
triggerall = command != "HadoukenEX"
triggerall = command != "ShinkuuHadouken1"
triggerall = command != "DenjinHadouken"
triggerall = command != "HadoukenSP"
v = 8
value = 20

[state a]
type = varset
triggerall = var(30) < 2 && var(32) <= 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 0
trigger1 = command = "y"
triggerall = var(56) = 0
triggerall = command != "Hadouken1"
triggerall = command != "Hadouken2"
triggerall = command != "HadoukenEX"
triggerall = command != "ShinkuuHadouken1"
triggerall = command != "DenjinHadouken"
triggerall = command != "HadoukenSP"
v = 21
value = 20

[state a]
type = varset
triggerall = var(30) = 2 || var(32) > 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 0
trigger1 = command = "y"
triggerall = var(56) = 0
triggerall = command != "Hadouken1"
triggerall = command != "Hadouken2"
triggerall = command != "HadoukenEX"
triggerall = command != "ShinkuuHadouken1"
triggerall = command != "DenjinHadouken"
triggerall = command != "HadoukenSP"
v = 21
value = 20

[state a]
type = varset
triggerall = (var(58) = 0 && var(9) >= 25)
trigger1 = command != "hold_x"
triggerall = var(57) = 0
v = 8
value = 20

[state a]
type = varset
triggerall = var(58) > 0 && var(58) != 2
triggerall = command != "hold_x"
trigger1 = (var(9) >= 180) && power >= 500
triggerall = var(57) = 0
v = 8
value = 20

[state a]
type = varset
triggerall = var(58) > 0 && var(58) = 2
triggerall = command != "hold_x"
trigger1 = (var(9) >= 180) && power >= 2000
triggerall = var(57) = 0
v = 8
value = 20

[state a]
type = varset
triggerall = var(14) >= 25
trigger1 = command != "hold_y"
triggerall = var(56) = 0
v = 21
value = 20

[State -2, 6]
type = PowerAdd
triggerall = var(30) < 2
triggerall = var(58) > 0 && var(58) != 2
triggerall = var(11) < 3
triggerall = var(9) = [0,179]
trigger1 = var(8) = 20
value = -125

[State -2, 6]
type = PowerAdd
triggerall = var(30) < 2
triggerall = var(58) > 0 && var(58) = 2
triggerall = var(11) < 3
triggerall = var(9) = [0,179]
trigger1 = var(8) = 20
value = -1000

[State -2, 6];チャージ特殊武器消費（アルティメット全般）
type = PowerAdd
triggerall = var(30) < 2
triggerall = var(58) > 0 && var(58) != 2
triggerall = stateno != [1500,1570]
triggerall = var(9) >= 180
trigger1 = var(8) = 20
value = -500

[State -2, 6];チャージ特殊武器消費（アルティメット全般）
type = PowerAdd
triggerall = var(30) < 2
triggerall = var(58) > 0 && var(58) = 2
triggerall = stateno != [1500,1570]
triggerall = var(9) >= 180
trigger1 = var(8) = 20
value = -2000

[state a]
type = varset
trigger1 = var(8) = 20
trigger1 = var(9) < 25
v = 11
value = 0

[state a]
type = varset
triggerall = var(58) = 0
trigger1 = var(8) = 20
trigger1 = var(9) >= 25
trigger1 = var(9) < 90
v = 11
value = 1

[state a]
type = varset
triggerall = var(58) = 0
trigger1 = var(8) = 20
trigger1 = var(9) >= 90
trigger1 = var(9) < 180
v = 11
value = 2

[state a]
type = varset
triggerall = var(58) = 0 || (var(58) > 0 && power >= 500)
trigger1 = var(8) = 20
trigger1 = var(9) >= 180
v = 11
value = 3

[state a]
type = varset
trigger1 = var(21) = 20
trigger1 = var(14) < 25
v = 22
value = 0

[state a]
type = varset
trigger1 = var(21) = 20
trigger1 = var(14) >= 25
trigger1 = var(14) < 90
v = 22
value = 1

[state a]
type = varset
trigger1 = var(21) = 20
trigger1 = var(14) >= 90
trigger1 = var(14) < 180
v = 22
value = 2

[state a]
type = varset
trigger1 = var(21) = 20
trigger1 = var(14) >= 180
v = 22
value = 3

[State a]
type = PlaySnd
trigger1 = var(9) = 26
value = 200, ifelse(var(27)=0,5,15)
channel = 8

[State a]
type = PlaySnd
triggerall = var(27) = 1
trigger1 = var(9) >= 27
value = 200, 16
lowpriority = 8
channel = 8
loop = 1

[State a]
type = PlaySnd
triggerall = var(27) = 0
trigger1 = var(9) >= 27
trigger1 = var(9) <= 179
value = 200, 6
lowpriority = 8
channel = 8
loop = 1

[State a];エネルギーチャージ音
type = PlaySnd
triggerall = var(27) = 0
trigger1 = var(9) = 180
value = 200, 7
channel = 8

[State a];エネルギーチャージ音２
type = PlaySnd
triggerall = var(27) = 0
trigger1 = var(9) >= 181
value = 200, 8
lowpriority = 8
channel = 8
loop = 1

[State a];エネルギーチャージ音
type = PlaySnd
triggerall = var(27) = 1
trigger1 = var(9) = 180
value = 181, 0
channel = 7


[State a]
type = PlaySnd
trigger1 = var(14) = 26
value = 200, ifelse(var(27)=0,5,15)
channel = 9

[State a]
type = PlaySnd
triggerall = var(27) = 1
trigger1 = var(14) >= 27
value = 200, 16
lowpriority = 9
channel = 9
loop = 1

[State a]
type = PlaySnd
triggerall = var(27) = 0
trigger1 = var(14) >= 27
trigger1 = var(14) <= 179
value = 200, 6
lowpriority = 9
channel = 9
loop = 1

[State a];エネルギーチャージ音
type = PlaySnd
triggerall = var(27) = 0
trigger1 = var(14) = 180
value = 200, 7
channel = 9

[State a];エネルギーチャージ音２
type = PlaySnd
triggerall = var(27) = 0
trigger1 = var(14) >= 181
value = 200, 8
lowpriority = 78
channel = 9
loop = 1

[State a];エネルギーチャージ音
type = PlaySnd
triggerall = var(27) = 1
trigger1 = var(14) = 180
value = 181, 0
channel = 10




[State 191, Snd 1]
type = PlaySnd
triggerall = var(57) = 0
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) < 25 && var(8) = 20
trigger2 = var(14) < 25 && var(21) = 20
value = 302+(var(58)*1000),random%2
channel = 9

[State 191, Snd 1]
type = PlaySnd
triggerall = var(46) = 0
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 25
trigger1 = var(9) < 90
trigger1 = var(8) = 20
value = 302,random%2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 25
trigger1 = var(9) < 90
trigger1 = var(8) = 20
value = 302,2+random%5

[State 191, Snd 1]
type = PlaySnd
triggerall = var(46) = 0
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 25
trigger1 = var(14) < 90
trigger1 = var(21) = 20
value = 302,random%2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 25
trigger1 = var(14) < 90
trigger1 = var(21) = 20
value = 302,2+random%5



[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 0
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 90
trigger1 = var(9) < 180
trigger1 = var(8) = 20
value = 303,random%2

[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 0
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 180
trigger1 = var(8) = 20
value = 304,0

[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 90
trigger1 = var(9) < 180
trigger1 = var(8) = 20
value = 303,random%6

[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 180
trigger1 = var(8) = 20
value = 304,random%5

[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 0
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 90
trigger1 = var(14) < 180
trigger1 = var(21) = 20
value = 303,random%2

[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 0
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 180
trigger1 = var(21) = 20
value = 304,0

[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 90
trigger1 = var(14) < 180
trigger1 = var(21) = 20
value = 303,random%6

[State 191, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(14) >= 180
trigger1 = var(21) = 20
value = 304,random%5



[State 191, Snd 1]
type = PlaySnd
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) = 180 || var(14) = 180
value = 2000,0

[State a]
type = stopsnd
trigger1 = command != "hold_x"
trigger2 = var(9) < 25
channel = 8

[State a]
type = stopsnd
trigger1 = command != "hold_y"
trigger2 = var(14) < 25
channel = 9

[State a]
type = stopsnd
trigger1 = win
trigger2 = roundstate = 3
channel = 5

[State -1, ]
type = ChangeState
value = 201
triggerall = var(57) = 0
triggerall = var(58) = 0
triggerall = var(11) = 1
triggerall = var(8) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 202
triggerall = var(57) = 0
triggerall = var(58) = 0
triggerall = var(11) = 2
triggerall = var(8) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 203
triggerall = var(57) = 0
triggerall = var(58) = 0
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 201
triggerall = var(57) = 0
triggerall = var(22) = 1
triggerall = var(21) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 202
triggerall = var(57) = 0
triggerall = var(22) = 2
triggerall = var(21) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 203
triggerall = var(57) = 0
triggerall = var(22) = 3
triggerall = var(21) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 1500
triggerall = var(58) = 1
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 1510
triggerall = var(58) = 2
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 1520
triggerall = var(58) = 3
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 20

[State -1, ]
type = null;ChangeState
value = 1530
triggerall = var(58) = 4
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 1540
triggerall = var(58) = 5
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 20

[State -1, ]
type = ChangeState
value = 1550
triggerall = var(58) = 6
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 1560
triggerall = var(58) = 7
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
triggerall = ctrl = 1
trigger1 = stateno = 0

[State -1, ]
type = ChangeState
value = 1570
triggerall = var(58) = 8
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
triggerall = ctrl = 1
trigger1 = stateno = 0

[State a];エネルギーチャージエフェクト1
type = Explod
triggerall = var(9) >= 25
triggerall = var(9) < 90
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
anim = 520
id = 520
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 0

[State a];エネルギーチャージエフェクト2
type = Explod
triggerall = var(9) >= 90
triggerall = var(9) < 180
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
anim = 520
id = 522
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 1

[State a];プラズマチャージエフェクト2
type = Explod
triggerall = var(9) >= 90
triggerall = var(9) < 180
trigger1 = numexplod(521) = 0
trigger1 = numexplod(523) = 0
anim = 521
id = 521
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 1

[State a];エネルギーチャージエフェクト3
type = Explod
triggerall = var(9) >= 180
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
trigger1 = numexplod(526) = 0
anim = 520
id = 524
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 2

[State a];プラズマチャージエフェクト3
type = Explod
triggerall = var(9) >= 180
trigger1 = numexplod(521) = 0
trigger1 = numexplod(523) = 0
anim = 521
id = 523
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 2

[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(9) >= 180
trigger1 = numexplod(525) = 0
anim = 524
id = 525
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-10
bindtime = -1
removetime = -1
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 2

[State a];エネルギーチャージエフェクト1
type = Explod
triggerall = var(14) >= 25
triggerall = var(14) < 90
trigger1 = numexplod(560) = 0
trigger1 = numexplod(562) = 0
trigger1 = numexplod(564) = 0
anim = 520
id = 560
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 0

[State a];エネルギーチャージエフェクト2
type = Explod
triggerall = var(14) >= 90
triggerall = var(14) < 180
trigger1 = numexplod(560) = 0
trigger1 = numexplod(562) = 0
trigger1 = numexplod(564) = 0
anim = 520
id = 562
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 1

[State a];プラズマチャージエフェクト2
type = Explod
triggerall = var(14) >= 90
triggerall = var(14) < 180
trigger1 = numexplod(561) = 0
trigger1 = numexplod(563) = 0
anim = 521
id = 561
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 1

[State a];エネルギーチャージエフェクト3
type = Explod
triggerall = var(14) >= 180
trigger1 = numexplod(560) = 0
trigger1 = numexplod(562) = 0
trigger1 = numexplod(564) = 0
trigger1 = numexplod(566) = 0
anim = 520
id = 564
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 2

[State a];プラズマチャージエフェクト3
type = Explod
triggerall = var(14) >= 180
trigger1 = numexplod(561) = 0
trigger1 = numexplod(563) = 0
anim = 521
id = 563
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 2

[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(14) >= 180
trigger1 = numexplod(565) = 0
anim = 524
id = 565
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-10
bindtime = -1
removetime = -1
trans = addalpha
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal = 10015, 2

;--------------------------------------------------------------------------------------------------------------------------
[state a];チャージエフェクト消去
type = removeexplod
trigger1 = var(9) < 25
id = 520
;--------------------------------------------------------------------------------------------------------------------------
[state a];チャージエフェクト消去
type = removeexplod
trigger1 = var(9) < 90
id = 521

[state a];チャージエフェクト消去
type = removeexplod
trigger1 = var(9) < 90
id = 522

[state a];チャージエフェクト消去１
type = removeexplod
trigger1 = var(9) > 89
id = 520
;--------------------------------------------------------------------------------------------------------------------------
[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) < 180
id = 523

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) < 180
id = 524

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) > 179
id = 521

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) > 179
id = 522

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) < 180
id = 525

;--------------------------------------------------------------------------------------------------------------------------
[state a];チャージエフェクト消去
type = removeexplod
trigger1 = var(14) < 25
id = 560
;--------------------------------------------------------------------------------------------------------------------------
[state a];チャージエフェクト消去
type = removeexplod
trigger1 = var(14) < 90
id = 561

[state a];チャージエフェクト消去
type = removeexplod
trigger1 = var(14) < 90
id = 562

[state a];チャージエフェクト消去１
type = removeexplod
trigger1 = var(14) > 89
id = 560
;--------------------------------------------------------------------------------------------------------------------------
[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(14) < 180
id = 563

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(14) < 180
id = 564

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(14) > 179
id = 561

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(14) > 179
id = 562

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(14) < 180
id = 565






[state a]
type = varset
triggerall = var(30) < 2 && var(32) <= 0
triggerall = var(58) > 0
trigger1 = power < 500
v = 9
value = 1

[state a]
type = varset
triggerall = var(30) = 2 || var(32) > 0
triggerall = var(58) > 0
trigger1 = power < 500
v = 9
value = 2




[state a]
type = varadd
triggerall = var(14) < 25
triggerall = var(30) < 2 && var(32) <= 0
triggerall = var(58) > 0
triggerall = power >= 500
trigger1 = command = "hold_x"
v = 9
value = 1

[state a]
type = varadd
triggerall = var(14) < 25
triggerall = var(30) = 2 || var(32) > 0
triggerall = var(58) > 0
triggerall = power >= 500
trigger1 = command = "hold_x"
v = 9
value = 2


[state a]
type = varadd
triggerall = var(14) < 25
triggerall = var(30) < 2 && var(32) <= 0
triggerall = var(58) = 0
trigger1 = command = "hold_x"
v = 9
value = 1

[state a]
type = varadd
triggerall = var(14) < 25
triggerall = var(30) = 2 || var(32) > 0
triggerall = var(58) = 0
trigger1 = command = "hold_x"
v = 9
value = 2

[state a]
type = varadd
triggerall = var(9) < 25
triggerall = var(30) < 2 && var(32) <= 0
trigger1 = command = "hold_y"
v = 14
value = 1

[state a]
type = varadd
triggerall = var(9) < 25
triggerall = var(30) = 2 || var(32) > 0
trigger1 = command = "hold_y"
v = 14
value = 2

[state a]
type = varadd
trigger1 = var(8) > 0
v = 8
value = -1

[state a]
type = varadd
trigger1 = var(21) > 0
v = 21
value = -1

[State -2, a]
type = palfx
triggerall = var(57) = 0
trigger1 = var(8) >= 15
trigger1 = var(8) <= 20
time = 1
;add = 15,15,15
mul = 340,340,340
;color = 1

[State -2, a]
type = palfx
triggerall = var(57) = 0
trigger1 = var(21) >= 15
trigger1 = var(21) <= 20
time = 1
;add = 15,15,15
mul = 340,340,340
;color = 1


[State -2, a]
type = palfx
triggerall = var(9) >= 25
triggerall = var(9) < 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 25,115,255
mul = 180,160,340
color = 0

[State -2, a]
type = palfx
triggerall = var(9) >= 90
triggerall = var(9) < 180
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 55,45,15
mul = 240,210,140
color = 0

[State -2, a]
type = palfx
triggerall = var(9) >= 180
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 55,45,15
mul = 255,140,240
color = 0

[State -2, a]
type = palfx
triggerall = var(14) >= 25
triggerall = var(14) < 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 25,115,255
mul = 180,160,340
color = 0

[State -2, a]
type = palfx
triggerall = var(14) >= 90
triggerall = var(14) < 180
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 55,45,15
mul = 240,210,140
color = 0

[State -2, a]
type = palfx
triggerall = var(14) >= 180
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 55,45,15
mul = 255,140,240
color = 0

[state a]
type = varset
trigger1 = command != "hold_x"
v = 9
value = 0

[state a]
type = varset
trigger1 = command != "hold_y"
v = 14
value = 0

[state a]
type = varset
trigger1 = statetype != A
v = 6
value = 0


[state a]
type = Helper
trigger1 = numhelper(20000) = 0
id = 20000
name = "life"
sprpriority = 0
pos = 0,0
postype = p1
stateno = 20000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1


[state a]
type = lifeadd
;trigger1 = var(30) = 3
triggerall = stateno = 3000
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
trigger1 = p2stateno = 142 || (p2stateno = 143 && time = 100)
value = -999999

[State a]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
trigger1 = p2stateno = 143
value = 3000

[state a]
type = lifeadd
;trigger1 = var(30) = 3
triggerall = stateno = 3000
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 1452 || (p2stateno = 1451 && time = 58)
value = -999999

[State a]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 1451
trigger2 = p2stateno = 1010
trigger3 = p2stateno = 1011
trigger4 = p2stateno = 7500 && P2MoveType=A
trigger5 = p2stateno = 7501 && P2MoveType=A
trigger6 = p2stateno = 7502 && P2MoveType=A
value = 3000

[state a]
type = changestate
triggerall = life <= 0
triggerall = stateno != 8010
triggerall = stateno != 5150
triggerall = var(15) != 0
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 7500 && P2MoveType=A
trigger2 = p2stateno = 7501 && P2MoveType=A
trigger3 = p2stateno = 7502 && P2MoveType=A
value = 8010

[state -2]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger2 = p2stateno = 50001 && P2MoveType=A
value = 3000

[state -2]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
trigger1 = enemy,var(17) < 0
value = 3000

[state a]
type = lifeadd
;trigger1 = var(30) = 2
triggerall = stateno = 3000
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
trigger8 = p2stateno = 30007 && P2MoveType=A
value = -var(15)

[state a]
type = changestate
triggerall = life <= 0
triggerall = stateno != 8010
triggerall = stateno != 5150
triggerall = var(15) != 0
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
value = 8010

[State a]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
trigger8 = p2stateno = 30007 && P2MoveType=A
value = 3000


[state a]
type = changestate
triggerall = life <= 0
triggerall = stateno != 8010
triggerall = stateno != 5150
triggerall = var(15) != 0
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
value = 8010

[State a]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
trigger8 = p2stateno = 467 && P2MoveType=A
value = 3000

[state a]
type = changestate
triggerall = life <= 0
triggerall = stateno != 8010
triggerall = stateno != 5150
triggerall = var(15) != 0
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
value = 8010

[State a]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
trigger8 = p2stateno = 607 && P2MoveType=A
value = 3000

[state a]
type = lifeadd
trigger1 = stateno = 3000
value = -var(15)


[State a]
type = ChangeState
trigger1 = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
value = 3000

[state a]
type = varset
trigger1 = var(15) != 0
v = 15
value = 0

[state a]
type = varset
trigger1 = var(15) != 0
v = 15
value = 0

[state a]
type = lifeset
trigger1 = numhelper(20000) = 0
value = 20000


[State -2, a]
type = palfx
triggerall = var(16) = 1
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 160,190,225
mul = 210,210,225
color = 0

[state a]
type = varset
trigger1 = 1
v = 16
value = 0

;チャージバスター
[State a]
type = ChangeState
value = 3503
triggerall = var(9) >= 25
triggerall = var(9) < 90
triggerall = var(8) = 20
triggerall = command != "hold_x"
trigger1 = stateno = 3501

;プラズマチャージショット
[State a]
type = ChangeState
value = 3504
triggerall = var(9) >= 90
triggerall = var(8) = 20
triggerall = command != "hold_x"
trigger1 = stateno = 3501

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



;---------------------------------------------------------------------------
;武器エネルギーゲージ
;---------------------------------------------------------------------------
[state a]
type = varset
trigger1 = var(30) = 0
trigger1 = power >= 4000
v = 17
value = 600
[state a]
type = varset
trigger1 = var(30) = 1
trigger1 = power >= 4000
v = 17
value = 300
[state a]
type = varset
trigger1 = var(30) = 2
trigger1 = power >= 4000
v = 17
value = 0

[state a]
type = varadd
trigger1 = power < 4000
trigger1 = var(17) > 0
trigger1 = stateno != 190
trigger1 = stateno != 181
trigger1 = stateno != 1250
trigger1 = stateno != 2000
trigger1 = stateno != 2013
v = 17
value = -1


[state a]
type = poweradd
trigger1 = var(30) = 1
trigger1 = var(17) = 0
Trigger1 = GameTime % 60 = 0
value = 25

[state a]
type = poweradd
trigger1 = var(30) = 0
trigger1 = var(17) = 0
Trigger1 = GameTime % 120 = 0
value = 25

[state a];アルティメット専用オートリカバリー
type = null;lifeadd
triggerall = var(16) = 0
trigger1 = Roundstate = 2
trigger1 = Life < Lifemax
trigger1 = gametime % 300 = 299
trigger1 = stateno != 8000
trigger1 = var(30) = 2
trigger1 = var(9) = 0
trigger1 = stateno = 0
value = (const(data.life)/64)

[state a];アルティメット専用オートリカバリー効果音
type = null;Playsnd
triggerall = var(16) = 0
trigger1 = Roundstate = 2
trigger1 = Life < Lifemax
trigger1 = gametime % 300 = 299
trigger1 = stateno != 8000
trigger1 = var(30) = 2
trigger1 = var(9) = 0
trigger1 = stateno = 0
value = 10000,1

;========================<OMEGA ZERO ACT>=======================================
;Aura Shadow

[state a]
type = lifeadd
trigger1 = var(23) != 0
value = var(23)

[state a]
type = varset
trigger1 = var(23) != 0
v = 23
value = 0

[state a];エネルギーチャージ(ノーマル)
type = varadd
trigger1 = var(30) < 2
trigger1 = fvar(38) <= 1
fv = 38
value = .45

[state a];エネルギーチャージ(ノーマル)
type = varset
trigger1 = fvar(38) >= 1
fv = 38
value = 1

[state a];エネルギーチャージ(ノーマル)
type = varset
trigger1 = var(30) = 2
fv = 38
value = 1

[state a];エネルギーチャージ(ノーマル)
type = playsnd
trigger1 = fvar(38) = 0.99
value = 613,24

[Statedef -3]
;---------------------------------------------------------------------------
[State a]
type = turn
trigger1 = ctrl = 1 || (ctrl = 0 && stateno = 20)
trigger1 = command = "holdback"
trigger1 = stateno != 300
trigger1 = stateno != 420
trigger1 = stateno != 450


[State -3]
type=stopsnd
trigger1=stateno!=[190,10198]
channel=1
persistent=1
