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

[state -2,a];BGM変更
type = varset
trigger1 = 1
v = 27
value = 1

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

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











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

[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 30
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
v = 30
value = 1

[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)

[State -3, Super Finish]
type = Helper
triggerAll = WinKO
triggerAll = RoundState = 3 && !NumHelper(1150)
trigger1 = MoveHit = 1 && (StateNo = [1120,1149])
trigger1 = var(47) := StateNo
trigger2 = NumHelper(1122)
trigger2 = Helper(1122), StateNo = [1122, 1123]
trigger2 = var(47) := 1120
trigger3 = NumHelper(1132)
trigger3 = Helper(1132), StateNo = [1132, 1133]
trigger3 = var(47) := 1130
trigger4 = NumHelper(1142)
trigger4 = Helper(1142), StateNo = [1142, 1143]
trigger4 = var(47) := 1140
helperType = Normal
stateNo = 1150
ID = 1150
name = "Super Finish"
posType = left
pos = 160,-120
ownPal = 1
pauseMoveTime = 255
superMoveTime = 255
ignoreHitPause = 1

[State -3, Super Finish]
type = Helper
triggerAll = WinKO
triggerAll = RoundState = 3 && !NumHelper(1151)
trigger1 = MoveHit = 1 && (StateNo = [1112,1119])
trigger1 = var(47) := StateNo
trigger2 = NumHelper(1115)
trigger2 = Helper(1115), StateNo = 1115
trigger2 = var(47) := 1112
trigger3 = NumHelper(1115)
trigger3 = Helper(1115), StateNo = 1115
trigger3 = var(47) := 1113
helperType = Normal
stateNo = 1151
ID = 1151
name = "Super Finish"
posType = left
pos = 160,-120
ownPal = 1
pauseMoveTime = 255
superMoveTime = 255
ignoreHitPause = 1

[State 170, 7]
type = varadd
triggerall = life > Lifemax/4
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = roundstate = 2
trigger1 = gametime % 15 = 14
fv = 30
value = 0.005

[State 170, 7]
type = varadd
triggerall = life <= Lifemax/4
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = roundstate = 2
trigger1 = gametime % 15 = 14
fv = 30
value = 0.015

;パワーゲージ
[State -2]
type = helper
triggerall = !NumHelper(8900)
triggerall = var(30) = 2
trigger1 = roundstate = 2
helpertype = normal
name = "gauge"
stateno = 8900
ID = 8900
pos = 0,10
postype = P1
keyctrl = 0
pausemovetime = 99999999
supermovetime = 99999999


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

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

;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 > 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 = 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 = 4
OnTop = 0
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 = TeamSide = 1
trigger1 = NumExplod(100001) < 1
;trigger1 = 1
Anim = 100001
ID = 100001
Pos = 20,78+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 = 0
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 >= lifemax*0.4
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100002)
;trigger1 = 1
Anim = 100002
ID = 100002
Pos = 20,78+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 = 0
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 < lifemax*0.4
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100004)
;trigger1 = 1
Anim = 100004
ID = 100004
Pos = 20,78+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 = 0
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 = TeamSide = 1
trigger1 = NumExplod(100003) < 1
;trigger1 = 1
Anim = 100003
ID = 100003
Pos = 20,78+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 = 0
Shadow = 0,0,0
OwnPal = 1

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 =  numexplod(100002)
trigger1 = life >= lifemax*0.4
;trigger1 = enemy,teammode = single
id=100002
Pos = 20,80+fvar(35)
postype = left
scale = 1, (life*0.001023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 =  numexplod(100004)
trigger1 = life < lifemax*0.4
;trigger1 = enemy,teammode = single
id=100004
Pos = 20,80+fvar(35)
postype = left
scale = 1, (life*0.001023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State -3]
Type = RemoveExplod
triggerall = numexplod(100002)
trigger1 = TeamSide = 1
trigger1 = life < lifemax*0.4
ID = 100002


[State -3]
Type = RemoveExplod
triggerall = numexplod(100004)
trigger1 = TeamSide = 1
trigger1 = life >= lifemax*0.4
ID = 100004

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(100001) != 0
;trigger1 = enemy,teammode = single
id=100001
Pos = 20,80+fvar(35)
postype = left
scale = 1, (var(49)*0.001023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=6

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(100003) != 0
;trigger1 = enemy,teammode = single
id=100003
Pos = 20,80+fvar(35)
postype = left
scale = 1, (power*0.00025575) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =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 = VarAdd
triggerall = life > var(49)
trigger1 = !(time% 1)
v = 49    ;fv =
value = 1  + ( life +   var(49) >2)

;=====================================================================================================
[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 = -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 = 4
OnTop = 0
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 = TeamSide = 2
trigger1 = NumExplod(101001) < 1
;trigger1 = 1
Anim = 100001
ID = 101001
Pos = -20,78+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 = 0
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 >= lifemax*0.4
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101002)
;trigger1 = 1
Anim = 100002
ID = 101002
Pos = -20,78+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 = 0
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 < lifemax*0.4
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101004)
;trigger1 = 1
Anim = 100004
ID = 101004
Pos = -20,78+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 = 0
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 = TeamSide = 2
trigger1 = NumExplod(101003) < 1
;trigger1 = 1
Anim = 100003
ID = 101003
Pos = -20,78+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 = 0
Shadow = 0,0,0
OwnPal = 1

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 =  numexplod(101002)
;trigger1 = enemy,teammode = single
id=101002
Pos = -20,80+fvar(35)
PosType = right　;P2,Front,Back,Left,Right
scale = 1, (life*0.001023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
trigger1 =  numexplod(101004)
;trigger1 = enemy,teammode = single
id=101004
Pos = -20,80+fvar(35)
PosType = right　;P2,Front,Back,Left,Right
scale = 1, (life*0.001023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State -3]
Type = RemoveExplod
triggerall = numexplod(101002)
trigger1 = TeamSide = 2
trigger1 = life < lifemax*0.4
ID = 101002

[State -3]
Type = RemoveExplod
triggerall = numexplod(101004)
trigger1 = TeamSide = 2
trigger1 = life >= lifemax*0.4
ID = 101004

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(101001) != 0
;trigger1 = enemy,teammode = single
id=101001
Pos = -20,80+fvar(35)
PosType = right　;P2,Front,Back,Left,Right
scale = 1, (var(49)*0.001023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=6

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
trigger1= 1
trigger1 =  numexplod(101003) != 0
;trigger1 = enemy,teammode = single
id=101003
Pos = -20,80+fvar(35)
PosType = right　;P2,Front,Back,Left,Right
scale = 1, (power*0.00025575) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=6
;=====================================================================================================

[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 1 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 1 && var(9) >= 240
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 2 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 2 && var(9) >= 240
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 3 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 3 && var(9) >= 240
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 4 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 4 && var(9) >= 240
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 5 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 5 && var(9) >= 240
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 6 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 6 && var(9) >= 240
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 7 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 7 && var(9) >= 240
fvar(39) = power/500
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 8 && var(9) < 240
fvar(39) = power/125
[State -2]
type = varset
triggerall = var(30) < 2
trigger1 = var(58) = 8 && var(9) >= 240
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(30) < 2
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(30) < 2
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(30) = 2
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
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 = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
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 = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
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 = 0
Shadow = 0,0,0
OwnPal = 1

;=====================================================================================================
[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 = 1
trigger1 = NumExplod(100100) < 1
;trigger1 = 1
Anim = 100100
ID = 100100
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
trigger1 = TeamSide = 1
trigger1 = Var(58) != 0
trigger1 = NumExplod(100100) = 1
ID = 100100

[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
3;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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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
3;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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 3
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 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"
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 = 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

;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(500) < 3
trigger2 = numhelper(10500) < 2 && (var(58) = 1 && power >= 125)
trigger3 = numhelper(20500) < 1 && (var(58) = 2 && power >= 125)
trigger4 = numhelper(20501) < 1 && (var(58) = 2 && power >= 125)
trigger5 = numhelper(20502) < 1 && (var(58) = 2 && power >= 125)
trigger6 = numhelper(30500) < 1 && (var(58) = 3 && power >= 125)
trigger7 = numhelper(41540) < 1 && (var(58) = 4 && power >= 16)
trigger8 = numhelper(50500) < 1 && (var(58) = 5 && power >= 125)
trigger9 = numhelper(60500) < 3 && (var(58) = 6 && power >= 125)
trigger10 = numhelper(60503) < 3 && (var(58) = 6 && power >= 125)
trigger11 = numhelper(60504) < 3 && (var(58) = 6 && power >= 125)
trigger12 = numhelper(70500) < 3 && (var(58) = 7 && power >= 125)
trigger13 = numhelper(80500) < 1 && (var(58) = 8 && power >= 125)
trigger14 = numhelper(80501) < 1 && (var(58) = 8 && power >= 125)
trigger15 = numhelper(80502) < 1 && (var(58) = 8 && power >= 125)
trigger16 = numhelper(80503) < 1 && (var(58) = 8 && power >= 125)
trigger17 = numhelper(80504) < 1 && (var(58) = 8 && power >= 125)
trigger18 = numhelper(80505) < 1 && (var(58) = 8 && power >= 125)
trigger19 = numhelper(80506) < 1 && (var(58) = 8 && power >= 125)
v = 57
value = 0

[state a]
type = varset
triggerall = var(30) < 2
trigger1 = numhelper(500) = 3
trigger2 = numhelper(10500) = 2 || (var(58) = 1 && power < 125)
trigger3 = numhelper(20500) = 1 || (var(58) = 2 && power < 125)
trigger4 = numhelper(20501) = 1 || (var(58) = 2 && power < 125)
trigger5 = numhelper(20502) = 1 || (var(58) = 2 && power < 125)
trigger6 = numhelper(30500) = 1 || (var(58) = 3 && power < 125)
trigger7 = numhelper(41540) >= 1 || (var(58) = 4 && power < 16)
trigger8 = numhelper(50500) = 1 || (var(58) = 5 && power < 125)
trigger9 = numhelper(60500) = 3 || (var(58) = 6 && power < 125)
trigger10 = numhelper(60503) = 3 || (var(58) = 6 && power < 125)
trigger11 = numhelper(60504) = 3 || (var(58) = 6 && power < 125)
trigger12 = numhelper(70500) = 3 || (var(58) = 7 && power < 125)
trigger13 = numhelper(80500) = 1 || (var(58) = 8 && power < 125)
trigger14 = numhelper(80501) = 1 || (var(58) = 8 && power < 125)
trigger15 = numhelper(80502) = 1 || (var(58) = 8 && power < 125)
trigger16 = numhelper(80503) = 1 || (var(58) = 8 && power < 125)
trigger17 = numhelper(80504) = 1 || (var(58) = 8 && power < 125)
trigger18 = numhelper(80505) = 1 || (var(58) = 8 && power < 125)
trigger19 = numhelper(80506) = 1 || (var(58) = 8 && power < 125)
v = 57
value = 1

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

[state a]
type = varset
triggerall = var(30) = 2
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) = 2
trigger1 = command = "x"
triggerall = var(57) = 0
triggerall = command != "Hadouken1"
triggerall = command != "HadoukenEX"
triggerall = command != "ShinkuuHadouken1"
triggerall = command != "DenjinHadouken"
triggerall = command != "HadoukenSP"
v = 8
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) = 4
triggerall = command = "hold_x"
triggerall = time % 4 = 0
trigger1 = (var(9) = [1,236]) && power >= 16
triggerall = var(57) = 0
v = 8
value = 20

[state a]
type = varset
triggerall = var(58) > 0
triggerall = command != "hold_x"
trigger1 = (var(9) >= 240) && power >= 500
triggerall = var(57) = 0
v = 8
value = 20

[State -2, 6]
type = PowerAdd
triggerall = var(30) < 2
triggerall = var(58) > 0 && var(58) != 4
triggerall = var(11) < 3
triggerall = var(9) = [1,239]
trigger1 = var(8) = 20
value = -125

[State -2, 6]
type = PowerAdd
triggerall = var(30) < 2
triggerall = var(58) > 0 && var(58) = 4
triggerall = var(11) < 3
triggerall = var(9) = [1,239]
trigger1 = var(8) = 20
value = -16

[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) < 240
v = 11
value = 2

[state a]
type = varset
triggerall = var(58) = 0 || (var(58) > 0 && power >= 500)
trigger1 = var(8) = 20
trigger1 = var(9) >= 240
v = 11
value = 3

[State a]
type = PlaySnd
triggerall = stateno != 1100
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 0
trigger1 = var(9) < 25
trigger1 = var(8) = 20
value = 200, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 1
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 610, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 2
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 611, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 3
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 612, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 4
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 613, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 5
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 614, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 6
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 615, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 7
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 616, 0
ctrl = 1

[State a]
type = PlaySnd
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = stateno != 3499
triggerall = stateno != 3500
triggerall = stateno != 3501
triggerall = stateno != 3502
triggerall = stateno != 3503
triggerall = stateno != 3504
triggerall = stateno != 3510
triggerall = var(57) = 0
triggerall = var(58) = 8
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 617, 0
ctrl = 1


[State a]
type = PlaySnd
triggerall = var(58) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) >= 25
trigger1 = var(9) < 90
trigger1 = var(8) = 20
value = 200, 1

[State a]
type = PlaySnd
triggerall = var(58) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) >= 90
trigger1 = var(9) < 240
trigger1 = var(8) = 20
value = 200, 11

[State a]
type = PlaySnd
triggerall = var(58) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) >= 240
trigger1 = var(8) = 20
value = 200, 12

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

[State a]
type = PlaySnd
trigger1 = var(9) >= 27
trigger1 = var(9) <= 239
value = 200, 6
lowpriority = 8
channel = 8
loop = 1

[State a];エネルギーチャージ音
type = PlaySnd
trigger1 = var(9) = 240
value = 200, 7
channel = 8

[State a];エネルギーチャージ音２
type = PlaySnd
trigger1 = var(9) >= 241
value = 200, 8
lowpriority = 8
channel = 8
loop = 1



[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
trigger1 = var(8) = 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];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) < 240
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) >= 240
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) < 240
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) >= 240
trigger1 = var(8) = 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) = 240
value = 2000,0

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

[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(30) < 1
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 = 204
triggerall = var(30) > 0
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 = 1500
triggerall = var(58) = 1
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[State -1, ]
type = ChangeState
value = 1510
triggerall = var(58) = 2
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[State -1, ]
type = ChangeState
value = 1520
triggerall = var(58) = 3
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[State -1, ]
type = ChangeState
value = 1530
triggerall = var(58) = 4
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[State -1, ]
type = ChangeState
value = 1540
triggerall = var(58) = 5
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[State -1, ]
type = ChangeState
value = 1550
triggerall = var(58) = 6
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[State -1, ]
type = ChangeState
value = 1560
triggerall = var(58) = 7
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[State -1, ]
type = ChangeState
value = 1570
triggerall = var(58) = 8
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[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 = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[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) < 240
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
anim = 522
id = 522
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
ReMapPal                   = 15402, 0
pausemovetime = 999999

[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) < 240
trigger1 = numexplod(521) = 0
trigger1 = numexplod(523) = 0
anim = 521
id = 521
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
ReMapPal                   = 15402, 0
pausemovetime = 999999

[State a];エネルギーチャージエフェクト3
type = Explod
triggerall = var(9) >= 240
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
trigger1 = numexplod(526) = 0
anim = 524
id = 524
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
ReMapPal                   = 15401, 0
pausemovetime = 999999

[State a];プラズマチャージエフェクト3
type = Explod
triggerall = var(9) >= 240
trigger1 = numexplod(521) = 0
trigger1 = numexplod(523) = 0
trigger1 = numexplod(525) = 0
anim = 523
id = 523
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
ReMapPal                   = 15401, 0
pausemovetime = 999999
;--------------------------------------------------------------------------------------------------------------------------
[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) < 240
id = 523

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) < 240
id = 524

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) > 239
id = 521

[state a];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) > 239
id = 522





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

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




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

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


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

[state a]
type = varadd
triggerall = var(30) = 2
triggerall = var(58) = 0
trigger1 = command = "hold_x"
v = 9
value = 2

[state a]
type = varadd
trigger1 = var(8) > 0
v = 8
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(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) < 240
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) >= 240
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 = 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 = "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 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 = lifeadd
trigger1 = var(30) = 2
trigger1 = stateno != 3000
value = -var(15)


[state a]
type = lifeadd
trigger1 = var(30) != 2
trigger1 = stateno = 3000
value = -var(15)

[State a]
type = ChangeState
triggerall = life > 0
trigger1 = var(30) = [0,1]
trigger1 = var(30) != 2
trigger1 = stateno != 3000
trigger1 = 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

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

[state a];エネルギーチャージ(ノーマル)
type = varset
trigger1 = win
trigger2 = lose
trigger3 = stateno = 1520
trigger3 = animelem = 2,>=0
fv = 37
value = 0

[state a];エネルギーチャージ(ノーマル)
type = varadd
trigger1 = fvar(37) > 0
fv = 37
value = -1

[State -2, 画像の色]
type = PalFX
trigger1 = fvar(37) > 0
trigger1 = gametime%7 = 0
time = 6           ;画像の色を変化させる時間（フレーム）
add = (random%256),(random%256),(random%256)       ;画像の色合い（赤,緑,青・ＲＧＢ）
mul = (random%256),(random%256),(random%256)
sinadd = (random%256),(random%256),(random%256),6  ;振幅赤,振幅緑,振幅青,周期
IgnoreHitPause = 1


[State -2, Trans]
type = Trans
trigger1 = fvar(37) > 0
trans = addalpha
alpha = 235,220
ignorehitpause = 1


;---------------------------------------------------------------------------
;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
v = 17
value = 25

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

[state a];アルティメット専用オートリカバリー
type = 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 = 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 -2, Helper]
type = Helper
triggerall = var(30) = 2
triggerall = Alive
triggerall = Life > 0
triggerall = NumHelper(99999) = 0
trigger1 = RoundState > 0
trigger1 = RoundState < 3
trigger1 = StateNo != 180
trigger1 = StateNo != 190
trigger1 = StateNo != 191
trigger1 = StateNo != 19002
trigger2 = StateNo = 192
trigger2 = Anim = 191
trigger2 = AnimElem = 16
helpertype = normal
name = "Aura Shadow"
pausemovetime = 1000000000
supermovetime = 1000000000
id = 99999
pos = 0,0
postype = p1
stateno = 99999
keyctrl = 0
ownpal = 1
[Statedef -3]
;---------------------------------------------------------------------------
[State a]
type = turn
trigger1 = ctrl = 1 || (ctrl = 0 && stateno = 20)
trigger1 = command = "holdback"
trigger1 = stateno != 60
trigger1 = stateno != 300
trigger1 = stateno != 420
trigger1 = stateno != 450

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